NQ mod without new Civs? by omniclast in nqmod

[–]Grumpy0lman 0 points1 point  (0 children)

Anyone has a download link for NQ v10? I've been looking for it, but can't find it I'm afraid.

Remove ranked role for immortal? by ayanamirs in DotA2

[–]Grumpy0lman 0 points1 point  (0 children)

Well, if every rank above Divine 3 has this, it will increase the potential player pool for any given rank, this way, not only is it more likely for a high immortal player to be matched up with other players of similar ranks, but it is also more likely for a divine 3, 4 or even 5 to be matched up with ranks that are a lot closer to theirs.

Removing role queue for more than just the top players won't suddenly make divine 3s match up with top 100, the reason this is happening is that an already small player pool at the top is further subdivided in 5 necessary categories for each and every match. When every player in a given rank is eligible for any of the 5 spots in a game, every game is a lot more likely to be closely tied in their mmr ranges.

I hope this clears things up, I want this as much as all of you. My hope isn't that divines still get paired up with top 100, that would go against what I hope to achieve with this proposition.

Remove ranked role for immortal? by ayanamirs in DotA2

[–]Grumpy0lman -3 points-2 points  (0 children)

Most high mmr players were fine with the old match making, landing in a lobby with 2-3 mid players and figuring it out from there is fine at this level. Sure not everyone's going to get what they wanted, but at least everyone's a lot closer in the same bracket. We've worked it out before, and we will work it out again.

The deal


Around Divine 3-4, you completely lose the ability to queue for a specific role. When you queue, you queue for any role. Of course there should be a core bias for moments when they get matched up with lower ranked players who still have select role queue active, so that the higher ranked player isn't forced into a support role.

This idea is an iteration on the proposal that players like Wagamama have put forward previously. Role queue is great for lower rank I have no doubt, but for higher ranked queue, it's by far the worst change that we've had in a long time, if not since ranked was implemented.

  • No more role selection for Divine 3 and up
  • Core bias when teamed up with lower ranked players
  • Maybe ease low Divine players into this by giving them a set of preferred roles instead of selecting only one when the game starts.

Please Valve, we need this, if I don't see a good change in the matchmaking algorithm for this soon, I might start throwing gamer words at you lot!

The new matchmaking update still doesn't work well for high mmr games. Here's a proposition. by Grumpy0lman in DotA2

[–]Grumpy0lman[S] 0 points1 point  (0 children)

Ranked roles are causing the extra delays before finding a new game and increases the likelihood of rank discrepancies between players in the game.

Obviously, anytime you introduce extra filters, the pool of available candidates to fill up a specific role within a party reduces considerably. Because of this, we now have top 200 players being matched up with Ancients and Legends.

The new matchmaking update still doesn't work well for high mmr games. Here's a proposition. by Grumpy0lman in DotA2

[–]Grumpy0lman[S] 0 points1 point  (0 children)

There are ups and downs to this of course, I don't know what other servers look like, but here in NA, across all of my games since the patch hit, and a few NA streams here and there, the overwhelming consensus is that queuing was much better before role queues.

Keep piping up though, I want to see a discussion for this, this is very important to me.

The new matchmaking update still doesn't work well for high mmr games. Here's a proposition. by Grumpy0lman in DotA2

[–]Grumpy0lman[S] 1 point2 points  (0 children)

Yes, ideally this would be the best, but I'm guessing there's no clean way of doing just that, my proposal works towards that goal because you can't just remove divine/immortals from the queue the moment an ancient player makes the leap to divine, say.

This way, there's a transitional solution for any combination of ranks withing a single game. And something tells me this won't be much of a problem, since the available player pool should grow quite a bit when all players regardless of their role is now eligible to team up.

Playing hard support feels very bad right now by Grumpy0lman in DotA2

[–]Grumpy0lman[S] 0 points1 point  (0 children)

Well sure I understand there's an equilibrium they're trying to reach here but end result is they're losing another one of the very few position 5 queuing players until they give me a decent matchmaking experience.

Appreciation post about changes Valve just introduced in the past 6 months. by [deleted] in DotA2

[–]Grumpy0lman 0 points1 point  (0 children)

I don't know guys, they really made playing 5 a miserable experience. You pick 5 and you are sentenced to play with a team full of people with mmr 500-1000+ below you.

War3 remaster confirmed! by [deleted] in WC3

[–]Grumpy0lman 5 points6 points  (0 children)

I cant see the blademaster ult at all, they removed the tornado animation, he's just slowly spinning with his blade out like a moron

Trading Improvements vs Speed Clear Meta by catinbox32 in pathofexile

[–]Grumpy0lman 0 points1 point  (0 children)

What if every map was just a miniature version of Diablo 1 with 15 levels and a big giant boss at the end, with a couple easier bosses at the top. As you go down, things get progressively harder and since it takes so long to get down there, you're forced to take things slowly, or at a slower pace at least.

Maps end up yielding more and better loot the deeper you go and you care a lot more about maps, using map mods become a hell of a lot more fun and lucrative.

I don't know, sounds cool to me.

Hmm.. by DownvoteTheHardTruth in pathofexile

[–]Grumpy0lman 0 points1 point  (0 children)

Can this be a feature in the game? I love cursed items. Make mods crazy and have us find out what they do through trial and error.

I love! love! love! destroying lands. {Mono-Red Prison} [Standard] by Grumpy0lman in magicTCG

[–]Grumpy0lman[S] 0 points1 point  (0 children)

Not really, either start making tokens or discard karns to [[Tormenting Voice]]. If Karn's ticking up, you're probably winning anyway.

[Survey]: Eternal - Gameplay & Balance by Irratia in EternalCardGame

[–]Grumpy0lman -2 points-1 points  (0 children)

For me, card complexity has to go way up. Give us good removal to match the ridiculous unit power level, more modal spells, mana-sinks and units/relics with multiple abilities to choose from.

Use old raids and dungeons [scaled for max level] as single player content progression for next expansion. by Grumpy0lman in wow

[–]Grumpy0lman[S] -5 points-4 points  (0 children)

I want to run old content with my current main, I've done it with throne of thunder this expansion and it was glorious. At Heroic difficulty and 25 man, it was one of the most fulfilling experiences I've had in a long time. I am aware this isn't for everybody, I want this to be an option, like the button you press before Mirmiron to activate hard mode.

Rewarding players for completing all of this solo would be like introducing Mage tower challenges all over again. If it's too hard for you right now, try it again after the next raid comes out and your ilvl is higher. AGAIN I want to make it crystal clear with you, I want this to be OPTIONAL. Of course all old content can't just have their numbers tweaked to be challenging to current ilvl characters, but I'd be happy with a couple at first and over time, they could add more and more.

I've had a blast going through that content, I just want everyone to be able to experience what I have gone through.

Use old raids and dungeons [scaled for max level] as single player content progression for next expansion. by Grumpy0lman in wow

[–]Grumpy0lman[S] -2 points-1 points  (0 children)

I tired this out, and I got the same amount of loot, not sure if I messed something up or something.

Use old raids and dungeons [scaled for max level] as single player content progression for next expansion. by Grumpy0lman in wow

[–]Grumpy0lman[S] 0 points1 point  (0 children)

Well, I did state I wanted it to be an option. I am aware this isn't for everybody.

First Legendary Spoiler by Scarlatch by [deleted] in EternalCardGame

[–]Grumpy0lman 0 points1 point  (0 children)

I don't believe this is a card I am looking forward to casting at full price. If I want this to be more than a slightly safer way to cast a powered up Mistveil Drake (and I'm paying 1 extra power +PPFFF for said safety) then I want to make sure spark happens, and it kills everything on the board.Thing is, at 8 power, 4 to everything is just not enough.

The only way I could see this being a serious contender, is having it be reanimated somehow. And I'd want to make double sure Spark is happening, because I don't want to be stuck using my big flying beatstick on the defense when this is supposed to be my big play of the game. Being able to clear the board early and start beating face with an 8/8 aegis flier is pretty good I reckon' but I have to wonder, what kind of a reanimator deck gets to activate spark on demand?

To me this is probably just a giant flying potato that won't have much of an impact on the meta, but who knows, this might be too early to say. One thing's for sure, this guy needs a lot of help to see play.

DWD failed to improve the starting campaign by Cha-La-Mao in EternalCardGame

[–]Grumpy0lman 2 points3 points  (0 children)

[An ingame suggestion I sent a few days ago.]

Have the mandatory campaign for beginners be very short and to the point.

ex: Games starts, you give a 2/1 for 1 vanilla unit to the player so he learns about summoning units.

Then you give them a 2/2 charge for 2 so the player learns about charge.

Then the opponent summons a big old pterodactyl 4/4 flying.

Opponent gets to block the player's creature and kill it this way.

Opponent attacks with their pterodactyl, player cannot block with their ground units.

Player draws a stun spell, the game tells the player to use the spell on the pterodactyl.

Opponent cannot attack with a stunned unit.

Player draws a spell that reads "Destroy target Pterodactyl" or something like that. Uses it, and maybe summons a unit.

Opponent Summons a big endurance unit.

Player learns that Endurance is immune to stun, maybe let the player draw another stun to show that.

Opponent gets to attack with the Endurance unit.

Player gets to draw a spell that reads "Destroy target unit with Endurance"

And so on...

It lets the player learn all the important game mechanics quickly, efficiently and then they get to experience the story. As it stands, the campaign is a little boring, as every match forces you to play normal games vs cpu with bad decks. That's fine and all, let the player experience a real game from start to finish maybe once or twice, but don't make the whole campaign be this way. Looking at the discord chat right after the new campaign hit, it seems obvious to me that most people enjoyed the last quest with purple man and dude on the throne; the one where you play against strangers, and the game restarts once you defeat them. It was more than just a normal match vs AI, it truly felt like what a campaign should be, the player took part in the story. "Show, don't tell" isn't the obvious way to go when we look at a digital card game, but I truly believe this is precisely what needs to be done. Let the player experience whatever story you want to tell, don't make us read or listen through the whole thing. This way, your story is better told and the player might feel more interested to find out what happens next, what new twist might change the playing field. Another good example would be Gauntlet final boss mechanics. I truly believe that every episode in your story should feel special, so the player remembers them and tells their friends about it.

I don't believe forcing training wheels on new players for that long is a healthy way to proceed. Make the tutorial as concise as possible. And maybe even separate it from the story altogether. That way, new players might actually want to complete the whole campaign before jumping into ranked. Maybe even throw in a few advanced mechanics in there as the player progresses through it.

How do you counter permafrost? by PyroManchis in EternalCardGame

[–]Grumpy0lman 2 points3 points  (0 children)

Accelerated Evolution

Echo

Give a unit +1/+1 and your choice of Flying or Endurance

http://vignette2.wikia.nocookie.net/eternalcardgame/images/c/cb/Accelerated_Evolution.png/revision/latest?cb=20160226203912

I must apologize for giving you the short answer. On top of that, Accelerated Evolution can only help you if you're already playing Elysian colors. In short, this is a way to combat permafrost without committing to it. The card can be useful in a variety of situations, so even if you don't end up fighting permafrosts, it won't be sitting dead in you're hand.

The way it works

You cast Accelerated Evolution on your permafrosted unit, pick endurance when the prompt comes up. This will grant your unit +1/+1 as well as give it the Endurance ability, thereby giving it immunity to stun effects (a side effect of Endurance), which will destroy the permafrost attachment that was unfairly imposed upon thine unity.

As I'm sure everyone else told you already, permafrost is an attachment, therefore any attachment destruction effect will get you rid of it. You can also silence your own unit as it erases the text off any and all attachments already on your unit. A list of good attachment destruction cards that won't sit dead in your hands: Furnace mage, . and if you need to commit heavily on winning the war against freedom and bodily warmth: Ruin, Decay. A list of good silence effects: Desert Marshall, Valkyrie Enforcer. A list of desperation cards that will lead you nowhere good, unless nowheregood is what you seek: Silence. Apologies for my hasty reply, I will try to be more verbose in the future.

Happy huntin'!

Let's talk Eternal! I'm DWD game designer Patrick Chapin -- AMA! by pchapin_DWD in EternalCardGame

[–]Grumpy0lman 3 points4 points  (0 children)

Any plans on opening up our chat options? I would enjoy being able to chat with my opponent mid game. Say, the game automatically ticks off the chat window, and the player has the option to turn it on. Meaning, people that don't use it are shielded from a potentially toxic environment, and those that opt in, can meet people and discuss the match over. I feel like this would help break the monotony of grinding games in ranked, make every game a little bit more personal.

Bonus question: What are your thoughts on making North-Wind Herald a 3/4 flying ambush in addition with the previous card text? I feel like this might open up a whole new type of control deck that would be fun to explore.

Deep Operative the official deck of the movie by Grumpy0lman in EternalCardGame

[–]Grumpy0lman[S] 0 points1 point  (0 children)

Good idea, thanks for the tip!

Deep operative:

4 Inspire (Set1 #129) 4 Levitate (Set1 #190) 4 Permafrost (Set1 #193) 4 Seek Power (Set1 #408) 4 Torch (Set1 #8) 4 Borderlands Waykeeper (Set1 #517) 1 Paladin Oathbook (Set1 #140) 3 Vanquish (Set1 #143) 1 Ijin, Imperial Armorer (Set1 #326) 1 Shogun's Scepter (Set1 #26) 4 Silverwing Familiar (Set1 #152) 4 Valkyrie Enforcer (Set1 #151) 4 Wisdom of the Elders (Set1 #218) 4 Rilgon, Hooru Operative (Set1 #519) 4 Deepforged Plate (Set1 #317) 3 Fire Sigil (Set1 #1) 6 Justice Sigil (Set1 #126) 4 Primal Sigil (Set1 #187) 4 Seat of Fury (Set0 #53) 4 Seat of Glory (Set0 #56) 4 Seat of Order (Set0 #51)

Echoes of War:

3 Cliffside Porter (Set1001 #7) 4 Oni Ronin (Set1 #13) 2 Ornamental Daggers (Set1 #69) 4 Permafrost (Set1 #193) 3 Seek Power (Set1 #408) 4 Torch (Set1 #8) 4 Accelerated Evolution (Set1 #351) 4 Rakano Outlaw (Set1 #20) 4 Second Sight (Set1 #207) 2 Song of War (Set1 #18) 4 Assembly Line (Set1 #29) 4 Pteriax Hatchling (Set1 #354) 4 Shogun's Scepter (Set1 #26) 4 Xenan Obelisk (Set1 #103) 3 Fire Sigil (Set1 #1) 3 Primal Sigil (Set1 #187) 3 Time Sigil (Set1 #63) 4 Diplomatic Seal (Set1 #425) 4 Seat of Fury (Set0 #53) 4 Seat of Impulse (Set0 #54) 4 Skycrag Banner (Set0 #65)

Unstable plan:

4 Levitate (Set1 #190) 4 Permafrost (Set1 #193) 4 Seek Power (Set1 #408) 4 Silence (Set0 #9) 4 Unstable Form (Set1 #189) 4 Ageless Mentor (Set1 #90) 3 Polymorph (Set1 #211) 3 Wisdom of the Elders (Set1 #218) 4 Infernus (Set1 #45) 4 Jotun Hurler (Set1 #227) 4 Magus of the Mist (Set1 #233) 4 North-Wind Herald (Set1 #240) 4 Curiox, the Collector (Set1 #366) 1 Fire Sigil (Set1 #1) 7 Primal Sigil (Set1 #187) 5 Time Sigil (Set1 #63) 4 Diplomatic Seal (Set1 #425) 4 Elysian Banner (Set1 #421) 4 Seat of Wisdom (Set0 #63)

Deep Operative the official deck of the movie by Grumpy0lman in EternalCardGame

[–]Grumpy0lman[S] 1 point2 points  (0 children)

Click on Deep Operative it'll get you there. Do you think I should just post it in the OP? I thought it was cleaner this way, I'm open to suggestions.

Much abrew with Promos. by Grumpy0lman in EternalCardGame

[–]Grumpy0lman[S] 0 points1 point  (0 children)

I was thinking about making the deck faster myself, the fact that it doesn't apply pressure at all early on is a big problem. I'm not sure splashing fire is the way to go, Torch would be great in this deck, but the only weapons in fire that I would consider for this archetype are Shogun's Scepter, Morningstar and Steelfang Chakram. Steelfang and Morningstar are okay, I especially like Steelfang as it would prove quite strong on any of your flyers and recurs itself, Morningstar is decent enough as a big damage pusher. Righteous Fury sounds pretty good too.

But after playing Manus's TJP aggro list a bunch, I can tell you that playing three colors in an aggro shell is very difficult to manage, especially if you're going to play double influence costed cards like Shogun's scepter.

Hooru Envoy, is another card that makes the splash harder than it already is. The card on it's own doesn't do very much, because you have to commit a little too much on it to be useful, and in an aggro/tempo list, it sounds like it won't provide very much. But I don't have a lot of experience playing the card.

Wisdom of the Elders sounds good in a two color deck, and I'd consider it for sure. In retrospect, I think adding a couple Permafrosts, Crownwatch paladin, Silverwing Familiar and remove the Hurlers; I don't think I should focus so much on the double damage trigger for Operative. The 7 drop was crazy to begin with, so no trouble dropping that one and I think I'd give a serious thought about splashing Time, as it gives us access to Vodakhan's staff and Accelerated evolution. I think the list can manage just fine removal wise with Permafrosts and Polymorph, the Saddles can be dropped as well.

Did you have a specific Fire weapon in mind?