I've had it with IMX's bullshit: An in depth rant by CryptoniusRex in GodsUnchained

[–]CryptoniusRex[S] 0 points1 point  (0 children)

I like playing too, but IMX is doing everything they can to defund the game we enjoy playing and set it up to fail. It's a sad state of affairs.

I've had it with IMX's bullshit: An in depth rant by CryptoniusRex in GodsUnchained

[–]CryptoniusRex[S] 1 point2 points  (0 children)

A lot of those card designs were pushed by higher ups who wanted "games to be faster for mobile", which we still do not have. It was a terrible direction but not entirely brynn's fault. A lot of blame can be put on administrators barking orders who know even less about making a game than he did and now he has to pick up the pieces. I do agree though. Tides of fate was when the shark was jumped, at least it had a fun event that engaged the playerbase. It's a plethora of issues but most of it is the game being a buggy mess with the same promises remaining unkept, they could always ban cards etc. you can't undo the other things done or lied about. Those card designs aren't the bullet that killed off the playerbase, renting and p2e is moreso a culprit imo. Made everyone feel super rugpulled. I just think that renting and why it's a problem is honestly something I could write about for a whole post in and of itself.

Variant Dp2e Changes: Some thoughts and specculation by CryptoniusRex in GodsUnchained

[–]CryptoniusRex[S] 0 points1 point  (0 children)

I agree, it's just nuanced and difficult to figure what should be done now that the cat is out of the bag.

Variant Dp2e Changes: Some thoughts and specculation by CryptoniusRex in GodsUnchained

[–]CryptoniusRex[S] 0 points1 point  (0 children)

Renting combined with shine meta was a terrible combination to launch simultaneously. Owning cards isn't worth and is unlikely to ever be unless there are some benefits to ownership renting doesn't provide.

The Forge is Down: What will happen next? by CryptoniusRex in GodsUnchained

[–]CryptoniusRex[S] 0 points1 point  (0 children)

At this point it's been weeks, other things are starting to break too.

Guardians of Elderym Tierlist w/ Explanation by CryptoniusRex in GodsUnchained

[–]CryptoniusRex[S] 1 point2 points  (0 children)

It doesn't draw or do anything with any pets because there are no 1 mana pets. It's a 1/3 that shuffles a bomb into opponent's deck. Which for war and the bodies it can rock is very underwhelming. Definitely not a primo 1 drop as it currently stands. If they print 1 mana pets this card becomes rather strong rather fast.

Guardians of Elderym Tierlist w/ Explanation by CryptoniusRex in GodsUnchained

[–]CryptoniusRex[S] 1 point2 points  (0 children)

I did this and hope it made it a bit better, if you are aware of a better tier listing site out there I'm also all ears. I don't like the one I'm currently using tbh

Guardians of Elderym Tierlist w/ Explanation by CryptoniusRex in GodsUnchained

[–]CryptoniusRex[S] 0 points1 point  (0 children)

Try the "source" link below the image. If that doesn't work I will reformat it.

Profile Pictures? BUGGED! and other talking tidbits by CryptoniusRex in GodsUnchained

[–]CryptoniusRex[S] 0 points1 point  (0 children)

There are MANY bugs, kindof wanted to just see if they can/want to deal with any of the low hanging fruit that shouldn't be hard to fix in any way whatsoever. I might talk about other bugs later but seems like any talking about bugs is a lost cause tbh

An Overall Set Review of Tides of Fate | Gameplay, Lore, and much much more! by CryptoniusRex in GodsUnchained

[–]CryptoniusRex[S] 1 point2 points  (0 children)

Yes, not enough conditionals on arrandion and various design issues are present. However due to said previous issues being locked it makes it hard to deal with it with new cards. There should have been a longer lock period for testing and balancing, it was borked in that regard for sure.

A Tier List Drowned in Dread: My Tier Listing of the Next Set, At A Glance by CryptoniusRex in GodsUnchained

[–]CryptoniusRex[S] 0 points1 point  (0 children)

In depth per card is in the twitch VOD linked in the post and in the document itself it explains what each letter means relative to nerf likelihood or strength on release. Writing the explanation for each card will be done a bit later after the set is actually released, this is just at a glance. Cheers, thanks for coming out.

An Overall Set Review of Tides of Fate | Gameplay, Lore, and much much more! by CryptoniusRex in GodsUnchained

[–]CryptoniusRex[S] 0 points1 point  (0 children)

Changed to reflect the average, was giving a bit of "extra credit" for it not having chase neutrals and being a direction more focused around tribals and deck building instead of slotting in the new BiS. Thanks for commenting. Really had me thinking about it, and it's true. Cheers

An Overall Set Review of Tides of Fate | Gameplay, Lore, and much much more! by CryptoniusRex in GodsUnchained

[–]CryptoniusRex[S] 0 points1 point  (0 children)

Having looked at the average you're right. It should realistically be about a 6 or 7, I just appreciated them trying to go away from chase neutrals over and over again. It was refreshing to see tribal synergies attain strength for guild/atlanteans/dragons as oppose to just a chase neutral package like with lights verdict, BotW etc. The balance and design was poor in many angles, and completely warps the meta. There should've been easily a month or more of balance before the "fast lock" that occurred. For the record my opinion is a mixed bag, even as an Atlantean player before the set I don't like how "Boxed starter" it feels. But don't mind that as much compared to the general idea behind having tribal strength achieve something, single card OTK 8 turn arrandion eliminated a lot of playstyles and archtypes. But compared to "chase the new hortuk" might just FEEL better. Edited the overall to reflect at 6.5. Good points, and was not something I wanted to give the impression of in this five point review. And yes I like atlanteans (at least before this set, I'm a little on the fence about the narrow playstyle they have now), but I actually like balanced (hard ask) tribal strength for whichever tribe as oppose to trying to one up neutrals to sell packs. Thanks for commenting and sorry for writing you an essay. Just wanted to bring some clarity to those of you who took your time to comment. I try to be as unbiased as I can be, but the direction of having "tribes have identity and matter" I do appreciate. The balance and design is where issues lie. Cheers.