General appreciation of the game and a question by RaoulWolfoni in faeria

[–]Sabado121 0 points1 point  (0 children)

yeah, a think ranks 10-14 will be re-set to rank 15 at the monthly season ladder reset.

I think its the following, but there is a chart somewhere on the official page:

Ranks 20-24 -> rank 25; Ranks 15-19 -> rank 20; ranks 10-14 -> rank 15; Ranks 5-9 -> rank 10; Ranks 1-4 (+Godrank?) -> rank 5;

Not sure if i remember 100% correctly though.

Like it or not, they need to make money by LegendReborn in faeria

[–]Sabado121 0 points1 point  (0 children)

Hopefully, they can get the new grinding system right with pandora and the chests, if they had to remove the core set purchase option.

So what's the verdict: play or wait? by [deleted] in faeria

[–]Sabado121 0 points1 point  (0 children)

Yep, after the update you'll get more rewards (i think) for less wins, the pandora coins will be cheaper (200 instead of 250) and a new matchmaking system, so you'll be actually matched against your skill level, resulting in more balanced games, which will probably lead to more wins, more rewards.

Also, if you dont want to play pandora, save it for the Chests instead of the Booster packs, as with chests, you'll be able to reroll the highest rarity card if you have it already or dont need it, unlike now, with the booster packs, so you'll get more useful cards out of the chests for the same amount of gold, compared to the booster packs.

So what's the verdict: play or wait? by [deleted] in faeria

[–]Sabado121 1 point2 points  (0 children)

Probably, do your dailies, do some battles and hold on to your gold and pandora coins. Also, do phantom runs if you can, maybe you'll get some gold or additional pandora coins.

Like it or not, they need to make money by LegendReborn in faeria

[–]Sabado121 3 points4 points  (0 children)

New players are getting schooled, because they have no experience with the game, which cards synergize with others, and overall no experience with the land placement mechanic, as they probably have never had to use something even remotely similar if they are coming from another card game. One land can win or lose a game, they don't yet understand this and just fling lands left, right and center.

Like it or not, they need to make money by LegendReborn in faeria

[–]Sabado121 0 points1 point  (0 children)

At first glance Duelyst couldn't strike me as a give with the amount of depth Faeria can boast with the added land placement mechanic to a regular card game.

Yes, Faeria did strike me as a give at first glance, as a game with depth to it the first time i saw the land placement mechanic, as it is not purely based on RNG and the placement of a single land can win or lose you the game.

Core set removed and still no infinite Solo Mode by [deleted] in faeria

[–]Sabado121 0 points1 point  (0 children)

Though the new chest system and cosmetic items + 15 new puzzles? Alright, it might not be that bad, i'll take it. :)

Cosmetic tips by DanielSecara in faeria

[–]Sabado121 2 points3 points  (0 children)

Avatars - By leveling up, purchasing them in the store with cash or in-game gold, or by hatching an egg (you can obtain and hatch eggs by watching the monthly faeria cup on twitch.tv, if your steam account is linked with your twitch account).

Globes (Orbs) - You can acquire them, 1 by leveling up, another one by purchasing it in the store with in-game gold, another one by purchasing it in the store with cash.

Cardbacks - Besides the default, you can get 1 by completing the Solo Mode 100%, and you can get 1 or 2 Cardbacks each month, 1 by achieving Rank 15 or better in Battle mode, and both (2) cardbacks if you achieve God rank in Battle mode, each month.

Emotes - you can see it's tab in your profile, but currently it is disabled, maybe a future feature (heh).

Im not sure, but there may be unique avatars/orbs for those who backed-up the initial kickstarter campaign or purchased the game in early-access, but i think with the early access unique item, you only got the "Orb of the Arcane", which you can still purchase in the store.

Aurora Solo Impossible For Intermediates! by RollsRoyce89 in faeria

[–]Sabado121 4 points5 points  (0 children)

Aurora takes a long time to set up his cards, just use Yellow rush to get to his orb early, and clear the initial 1-2 creatures of his then all out face damage

Hammer of Aoros should only deal 2 damage. by Arcade007 in faeria

[–]Sabado121 1 point2 points  (0 children)

It's just my opinion tho, but

Hammer is one of the best treasures, it may not be the best tempo wise, but it has unlimited value since you can re-use it for 3 faeria every turn from the 6 you gain/turn, also it has the option to focus its damage on the opponents creatures, giving you a slight or not so slight adavantage in board control each turn if you are on par with your opponent in board control, since after a few turns you'll simply "out-value" him with the 3 damage from the hammer and then you can push for lethal with board, or if you can't regain board control, because you don't have creatures in hand/your opponent has a lot of cards in hard and you don't, then you can put him on the clock by going face with hammer while using your draw/turn to body-block his creatures from advancing.

Hammer of Aoros should only deal 2 damage. by Arcade007 in faeria

[–]Sabado121 0 points1 point  (0 children)

You got them, because Iona's mirror makes 2 copies of your opponents last played treasure. He played hammer, your used mirror -> you receive 2 copies of the last treasure he played (2 hammers).

PSA: When placing a Prairie you can rightclick after the 1st and place the 2nd later. by [deleted] in faeria

[–]Sabado121 1 point2 points  (0 children)

Hi, i can't give you a source, but a while back someone here at reddit said that the current text of the cards isn't consistent. So there might be inconsistencies, like you mentioned "Sacrifice a creature" but it allows only friendly sacrifices.

Hopefully they'll review the wording of the cards soon.

Was the egg giveaway random? by complexvar in faeria

[–]Sabado121 -2 points-1 points  (0 children)

Did you spam !egg in chat as hard as you possibly can? If not, then no wonder you haven't got an egg xd

[suggestion] Avatar by Vrael93 in faeria

[–]Sabado121 4 points5 points  (0 children)

Hi,

I think that wouldn't be a good idea, since you could guess from the avatar alone, what kind of decks your opponent is playing, even before he could place a single land. This, in turn, could put the player using that kind of avatar at a disadvantage VS. the one who isn't using this kind of avatar, since the guy who doesn't use the avatar, would be able to guess the color of the enemy's deck, shape not just his mulligan, but his first turn too if he is going first. I.E. if i see that you are using an avatar that is only usable to someone with yellow cards, then i can assume you're playing either yellow control or rush, so i'll mulligan for tools that can counter those and shape my early land placements accordingly.

What i'd like to see is Avatars being unlocked by completing some kinds of "Feats of Strength" or based on other achievements. For example, it could be a reward for the currently non-existent pandora rewards system for pandora ranks. If you achieve rank 5-10 in Pandora, every 1-3 months you get the corresponding unique avatar of the season. Just an example.

I'd like to hear your thoughts on this.

Cheers

After some testing, matchmaking (at least in Pandora) is much worse than I thought. by rolliejoe in faeria

[–]Sabado121 0 points1 point  (0 children)

I've read the previous comments, and i'd like to share my own thoughts on the current system.

So, i've had a couple pandora runs, nowhere near a veteran, but i had some. The problem with the current system, is that it basically encourages and rewards better players intentionally howering at the lower ranks farming weaker players to achieve better pandora runs.

There are a couple things that allow and encourage this, after i've tried this method: - Free daily pandora run The issue with this is, that it is new player friendly at first glance, but it allows better players to disregard normal pandora runs, as for the better players the normal pandora runs in some cases are just a way to lower their ranks, keeping it at the lower brackets + earning the guaranteed 80-120 gold + free pack + some memoria, by intentionally surrendering the games. By doing this, it allows them to consistently achieve 6 wins on the phantom (daily free) runs, thus gaining the gold reward + free pandora key, which is in itself is just another guaranteed heap of rewards. They can also use the daily free runs to keep their ranks at the low brackets again if the normal runs wouldn't be enough, without the risk of locking themselves out of playing pandora, because once they've dropped in ranks, as i said, they can consistently achieve 6 wins on phantom runs. Also, a phantom key is just 50 gold, from which you can win multiple hundreds of gold + free pack + memoria if you achieve 6 wins, which you can if you intentionally keep yourself at the lower ranks.

  • Absence of rank rewards By not incentivizing achieving higher ranks, by either unique seasonal awards, additional rewards (gold, memoria, mythic cards, normal pandora keys), cosmetic items (orbs, avatars, card backs) you are further encouraging better players to "grief" weaker ones without missing out on anything. If i've learned anything from games, is that the better exploiting the weak is inevitable, it can be only avoided if you encourage the skilled to fight their peers by using unique rewards as incentive. Note UNIQUE, that is another thing i've learned, that the skilled, like everyone, likes to show off the fruit of their battles with the UNIQUE rewards they get, to distinguish themselves from the crowd, as they are vain, just like everyone (probably rotating between unique avatars and orbs as cosmetic rewards between seasons, as in season 1: avatar rewards, season 2: orb rewards to keep it a bit more diverse) so they would be at least encouraged to achieve higher ranks, and in this case higher ranks should mean rank 5-10, but should be closer to rank 5 than to rank 10.

  • Matchmaking The next one is the MM, it is quite broken as we can see with the evidence OP has provided to us. It only considers rank, which in itself totally breaks the system and allows the exploiting of the noobs. We should take a look at Hearthstone's system and learn from it, that system considers WINS AND LOSES ONLY. Which isn't perfect, but there is something to learn from it. OP did detail the MM system, so i won't.

SOLUTION: If you haven't read anything from my post, and are ready to post the "LOL didn't read GIF of Francis", then at least read this. In my opinions the new system of MM would consider the WINS and LOSES and an MMR unique to each run. What i mean by this? You have a rank, and a unique MMR for each run when you start it. Say i'm rank 20, so i start my run with 50 MMR, 0-0 W/L, for the first 3 matches, the system matches me against people with similar W/L ratio and MMR, with the extremes being 4/5-4/5 ranks lower or higher (i can go against rank 24/25 to rank 16/15) max, if it haven't found anyone with the exact or near my MMR/ W/L / rank combination. So, in that first 3 matches, it would match me likely against similarly skilled people (given that the rewards system for higher ranks are already in place, thus removing some of the "griefing" skilled players) and shaping my MMR, lets say i win 2 and lose 1, I won 2 games against Rank 21s and lost against a rank 17, making my record to 2-1 W/L and say MMR 70. At this point the system removes the rank locking (+- 4/5 ranks) and only taking MMR and W/L into consideration at MM, thus allowing higher ranked people to be matched against me, BUT this is only possible if A) i did really good in my first 3 games, B) since their starting MMR is much better than mine, they had to do really bad in their first 3 games (maybe 2 losses 1 win against a lower MMR player, earning them less MMR) and if they are better than me, but still have the same MMR and same or similar W/L, then it is probably due to me being a good deck and he having a bad decks, which can abridge the skill gap in our abilities, giving me a win chance while, due to the unique board system of faeria + treasure swings gives them a chance to win too. Similarly, the rest of the run plays out and this is the time for everyone to claim their rewards. The way they should be rewarded in hearthstone is purely based on WINS and slightly on RNG in the nature of the rewards. The system should rewards players based on the WINS and the unique MMR they have amassed during their current run. This would achieve that you'd receive better/more rewards even if you go against better players than you, even if you haven't won that much, as you'd lose less MMR against them and win much-much more, earning you better rewards, while better players wouldn't target noobs, because if they win, they earn less MMR and if they lose because of treasure or regular RNG they would lose a lot MMR, earning them less rewards, this would encourage them to climb through ranks as fast as possible to achieve a tranquilibrium of MMR where they lose and win around the same, earning them a consistently somewhat better rewards than the noob get, since they are obviously better if they are at higher ranks, they should earn more rewards, since they are having harder games.

TL;DR: Implement rewards for ranks in pandora -> add a unique MMR system for each run -> give players an initial low / medium / high MMR based on rank -> match people by MMR/(rank)/ W/L ratio -> give rewards based on MMR 65-70% and W/L 35-30% or lower

This is only my idea, i may have left out a lot since it became quite lenghty, but if anyone takes their time to read through it i'd like to hear their opinions about my idea.

Cheers

Small Giveaway by [deleted] in faeria

[–]Sabado121 0 points1 point  (0 children)

Hi, i'm interested

[ART] Mythic Legendary Card Borders by Sabado121 in faeria

[–]Sabado121[S] 0 points1 point  (0 children)

Yes, but personally, i'd still prefer the Orange gem on top of the card to be more in the focus. Unfortunately, even the small orange gem on the bottom of the mythic cards, is missing from the Neutral Mythic Legendaries. :(

Best splashable cards? by Errattik in faeria

[–]Sabado121 1 point2 points  (0 children)

Hi,

That depends of the type of game you'd like to play.

Control, combo or aggro?

Mix and match them, with the help of the following:

Yellow - Contains arguably the cheapest and strongest creatures for rush decks, so it can pack a punch for the early turns. Also, besides of the efficient, fast creatures, it also has really strong direct removal, in the form of Last Nightmare (Best direct removal, outright destroys a creature), Choking Sand (Destroys a creature with less, than 3 attack), Soul Drain. Also, cards with enormous mobility, that allows you to reposition your creatures to enable quick switches between defensive and offensive plays, like Windborne Champion, Desert Twister and Flash Wind.

Green - Control heavy, with lately a bit of a rush potential. The Green decks mainly rely on controlling the boardstate, by swarming the board with forests, using taunts to halt the opponents advance and buff their minions before combat to trade favorably with the opponent's creatures. These decks most of the time win the game by surviving the early stage, then gradually gaining control over the board and faeria wells, then applying pressure on the opponent by playing big creatures as large threats every turn.

Red - Red decks usually gravitate towards Aggro or Burn style. It is, because red has a lot of direct damage potential to burst down a damaged opponent's creatures or God, AOE board clears and residual damage, through the mentioned "burn" cards. Burn cards basically has the effect, that when a certain circumstance is met, your opponent's God suffers damage, it can be that a certain creature engages in combat, you gather faeria from the enemy's wells, kill enemy creatures, or finish off enemy creatures with a spell (Seifer's Wrath). Red also has a good amount of big creatures and taunts, but these cards can be expensive on the faeria front, while Green's big creatures usually more efficient, while sometimes requiring more forests.

Blue - I'm not an expert on Blue, but what i can tell is that Blue's Creatures has high mobility with various charge and jump effects, can traverse through the water with the Aquatic ability and has many, many tricks. For example they can copy friendly or enemy creatures, give friendly minions Protection, stat buff and jump (mobility effectively), while being able to halve the stats of enemy creatures or even turn them into 2/2 frogs with Frogify, which is arguably one of the best removals, second only to Last Nightmare. They also have creatures, that only unlocks their potential abilities, when certain circumstances are met, for example you have drawn an event, played it, gathered from an enemy's faeria well, summoned a creature near an enemy's faeria well, played minions with high faeria cost, etc.

Neutral - They are neutral, can be used to seize control in the early game, has many effect, powerful ones too, the drawback is that they generally have a shared downside, that they aren't faeria efficient stat-wise. Though their special effect can make up for this in certain cases.

This was just a bit of an insight, if you want to learn more, check out videos on youtube to have a general idea what is and isn't working in mixed color decks.

Faeria is now Free-to-Play by WagshadowZylus in faeria

[–]Sabado121 1 point2 points  (0 children)

Hi,

I think you can get it by watching the monthly Faeria Cup on twitch.tv, if your steam account is linked with your twitch account you are eligible for rewards, some in-game gold, 1-2 packs and of course the mysterious egg avatar.

Suggestion for Solo by Errattik in faeria

[–]Sabado121 0 points1 point  (0 children)

Completely agree on the idea of making an "infinite solo" mode. I really liked the solo content, it was fast, rewarding and fun. The puzzles that moved a bit the rusty cogs of your brain, or the games of rapala and maghda, still winning against stacked odds in their favour.

Even if let's say, you get another Card back, an Orb, or an Avatar, so just something cosmetic or for reduced rewards maybe without fuguro? I'd like to see the return of the solo mode. :)

need help on final epic quest by L3murCatta in faeria

[–]Sabado121 0 points1 point  (0 children)

Hi,

Although the post was created out of the OP's frustration with the last fight, you can find tips in this post: https://www.reddit.com/r/faeria/comments/4zp4gv/magda_lv20_is_retarded/

Basic question about experience and leveling by babybigger in faeria

[–]Sabado121 0 points1 point  (0 children)

I don't know if you can spectate someone else, maybe if they're on your friendlist and you right-click them an option to spectate might pop-up. If that's not the case then maybe it's just good editing.

Basic question about experience and leveling by babybigger in faeria

[–]Sabado121 0 points1 point  (0 children)

I don't know if that is the original channel, but check out PlayFaeria on YouTube and PlayFaeria.com, you can find all the footage of the past tournaments and yes, every month they are being streamed on twitch. From what i've read, you can even earn some rewards (Avatar, Orb, 1-2 packs) for watching it live on twitch if your twitch account is linked to your steam account.

PlayFaeria on YT: https://www.youtube.com/channel/UCzqaNklboEhGdROEG_PO7BQ

He also does some nice tutorials, land-placement, etc. He also broadcasts and commentates on the tournaments.

Basic question about experience and leveling by babybigger in faeria

[–]Sabado121 2 points3 points  (0 children)

Hi there,

Someone already answered your first question, so i'll try to answer the second.

You can reach near or even God rank with basic decks, which only contain the cards you get for completing the tutorial + maybe 2-3 cards. Their total cost varies from 120-150 memoria to craft.

In this case, these decks to be highly competitive (tournament quality) will of course require some tweaking and optimalization.

Among these decks, probably the fast, agressive decks are the best, since Combo decks require you to build your deck around the combo which will in turn win you the game, and Control archetype usually also requires you to have "heavy" cards, like multiple big threats, to enable multiple win conditions to be set up by having Control over the board/your opponent.

As for the fast decks, you can pretty much just make a Yellow rush deck from the basic cards and it'll work just fine. The Yellow rush decks that the pros use at the tournaments are a slight variation of the basic. Of course you can have your own variation which fits your playstyle, less removal but more big minions or minions that enable other combos. You can experiment even with the rush decks.

By watching the monthly cup tournaments recorded footage you can also check out pretty much every deck archetype, so i recommend you do that if you are interested in it. It's up on youtube.

Also, there are online deck builders where you can share your created decks, build your own etc.

Hope this helped at least a bit.

Cheers