|
Post by thest4lker on Sept 11, 2012 3:51:44 GMT -5
Well, if ACR could sort out it's insane wait time for and between games, and get its competitive angle together, I'd love to play it more. I'm guessing neither of you actually got into a guild or played tournaments in SE, which changes the experience 100%. Anyway, not here to promote SE, just mentioning that ACR has too many NPE for me right now, in comparison.
|
|
|
Post by The Rancord on Sept 11, 2012 10:18:59 GMT -5
The thing in se was for me, that i returned, after some time because i got bored, and i got bored so fast, mostly because of human curve. If i not play control im to dependent on starting, where i overran all the priest decks. And the endgame in shadow era is lacking lacking intresting factors. All lategame allys are plain boring. And the intresting ones, wich are brutal minotaur and ogloth, get stopped to easily. So i domt feel like playing control either. Mmodc, offers way more strategy because of the board slots, the events, and the fact that u can use a heroabillity once (up spell, fortunes or units, draw a card, or use special abillity). I think there is way to few gamemanipulation cards in shadow era. The ones they had, were way to strong before the nerf. (eternal renewal, mind control, transcendence) but those combo decks were alot more fun, than everything wich is out right now. So for me its actually either the expansion saves it for me, or i wont bother. And the direction with alot of class based allies and more special abillity allies, is not the thing i wanna see. Think they should concentrate more on keyword allies, especially ally themes with synergies. -Also define 2 shadow and 2 human spells with alternate casting costs. And on the classes: Game manipulation effects on elementals/rogue/hunter Adding more soul into priest class by adding graveyard control Add a bleeding mechanic to wulvem class and feature weapons offer mage some theme cards, that allow them to mess with the deck staple. Give warrior more abillities that trade life for effects, also give them a equipment tutor
|
|
|
Post by ironcladtrash on Sept 11, 2012 16:26:08 GMT -5
Glad to see you back. I was wondering what happened to you.
|
|
|
Post by Rob (Roebidoebi) on Sept 13, 2012 2:04:19 GMT -5
I downloaded SE, but just can't be bothered to learn the game...
|
|
|
Post by lurifaxb on Sept 13, 2012 2:34:45 GMT -5
I tried it. Thought it ok, but didn't see a high level of strategy involved compared to ACR. It is more like Magic which I would prefer if I wanted to play a casual turn based game.
Ofc I have not played SE extensively to really make a deep analysis. I just did not see the light after a couple of hours. Entertaining, yes. Better than ACR, no.
|
|
|
Post by jeremyat on Sept 13, 2012 8:26:47 GMT -5
I completely abandoned SE after I found this game, as the strategies in ACR just put those in SE to shame. I totally agree with Rancord on the human curve. A human/human game pretty much came down to who went first and got down the kris/puwen/jasmine/aldon sequence. I know they had to distinguish the game from Magic to some degree, but giving everything first strike is just a horrible rule. Of course, I've now completely abandoned ACR due to the connection issues, but the game itself is far, far superior.
|
|
|
Post by Raphael Majere on Sept 13, 2012 9:51:29 GMT -5
+1. Try carte on pc. I heard its not bad. Me? I am waiting for m and m open beta.
|
|
|
Post by The Rancord on Sept 13, 2012 10:57:08 GMT -5
U liked carte? I found it very annoying, one of the worstdeckbuilders ever and bad system to get cards
|
|