Hi again. It seems that scrolling the page before clicking on something seems to increase the lag duration. Even writing this message, immediately upon landing on this page, caused about a 5-10second delay before the text showed up, while making everything unresponsive in rest.
I know. A change in this would attract more people into the game. One of the issues the game has is keeping up with all the releases. Not gonna bother spending since you lose the cards after a bit and since all the good legendaries require a lot of packs to find.
For me wild should be the place to test out all the cards you have in your collection, and those that you do not. And there are 2 ways to go about it.
1. Pick 2-4 "eras" + core, make decks from them, battle other players with other choices of "eras". This requires balancing all the broken shit (and firing the "designers" that allowed it to thrive).
2. Rotating sets, but give us ALL the cards even if we do not own them. The current set is never included in this rotation until next "cycle" (be it expansion or miniset) - basically any release of new cards will give you access to the previous ones.
I'd also love a second mode - give us all cards from all previous card cycles from Standard, but adjust the rewards. I.e. when the miniset drops, give access to the initial release of cards, and so on. Basically, i want to play with all the cards from standard, even if i do not own them, in a sort of Casual mode, with no ladder, fewer or no rewards, maybe a separate reward track focused on other things than gold, etc. It'd be like owning the cards, but because you actually don't, the rewards are very low or zero.
To bring a bit more testing results, the lag doesn't seem to happen immediately after a new page or section gets loaded, but after a few seconds.
1. I navigate to ooc main site and immediately click on the "Forums" sub section (right side of "News"). The sub section loads properly, but clicks are not registered afterwards, for several seconds, on anything you click.
2. I navigate to ooc main site. Wait 3 seconds. Click on the "forums" sub section. Nothing happens for several seconds. Then finally, it's actually like the "news" link got clicked and that opens up instead.
3. Even writing this comment lagged severely at the start, right after opening this thread. I was writing letters but they didn't show up immediately, or showed up with a delay of several seconds. After the first 4-5 words, everything was fine.
This card is so underwhelming it's not even funny. Committing your deck to fill all locations for an extra 6 power for a 4 mana card, that can be cancelled by Enchantress is a recipe for disaster, especially on how many locations can destroy you. Unless people don't run this card or get lucky. I'd never spend tokens for this card. Won't even play it if they give it for free.
Probably the most fun deck to play it in is the Thanos one, yet i'm not sure about the win rating.
And you will think how to accompany them with cards you have in a best possible way. And this period lasts for a several months, until you have all the pool 3 cards.
I agree, it would take several months of steady playing to collect the entire pool 3.
Just to remind you, your claim here has consistently been that Marvel Snap is better than LoR, because it's harder to get all the cards.
Now, to repeat my previous comment: it takes a full year of steady playing to collect complete sets of all of the cards in LoR.
Last I checked, a year is longer than a few months.
Edit - I should clarify that I don't think Snap is actually bad - it's mediocre at best, but with some cool new ideas. What I do think is that it's highly deceptive at the beginning - the player experience through pools 1 and 2 are not even remotely similar to the experience after entering pool 3. Which brings me to the crux of my issue with Snap - it's not nearly as good as the hype makes it out to be, and it definitely did not deserve to win game of the year. If the entire game experience was similar to the pool 1 and 2 experience, the game would be flat-out amazing. But pool 3+ completely ruins it for me. It's like they did a giant bait-and-switch.
I'm glad it made game of the year over any blizzard game. The lesser evil. Like in politics. Lo
I would suggest also Typhoid Mary + Enchantress (which pretty much guarantees a location on turn 4 - choose one that the opponent didn't invest in, and DON'T put Zabu in the same one!), plus a Hulk for turn 6 or any other finishing combo depending on your synergies). I'm not saying you're gonna draw Zabu on turn 4 every game, but these are synergistic ideas which pretty much care about on-curve plays, mostly.
And how is HS any better? Do you like losing to stupid discover chains which you also cannot counter? Or dying on turns 4-5, because again, you cannot counter this unless you play aggro? And the examples can go on. That game is so dumbed down (and also so dumb) that there is no predictibility about it anymore - either you play aggro or you're in for a lot of hurt. And it's been like that since beta - the difference being that all archetypes existed and cancelled each-other, thus making the game balanced (and boring for the twitchy teenagers from nowadays).
By your standards, HS is an incredibly bad game too. The saving grace for Snap is that you can really play whatever you want and so do your opponents. The decks are much smaller, which is a big PLUS. There are just enough disruption cards so that you can have a chance, even though that's not even the point.
The problem is that most players came from HS, which is extremely reactive. And they expected something similar from snap, which was not the case (and the moment it becomes like HS, i quit and f.k Ben Brode). Here, things are much simpler - usually the last 2 turns are swing or consolidation turns. E.g. playing Enchantress on turn 6 can be more impactful against an "ongoing" deck, rather than slapping a big minion - but not always and depends what you want to do - consolidate or disrupt. And this depends on what you did the first 4-5 turns.
Sure, you cannot win by some stupid discover and cheating 20 mana in one turn, but your opponent can't either. And it's better this way. For stupid shit we have HS. I for one am past that, for several years now - too frustrating and annoying. Snap is not like that for me. Locations can win you games you never thought possible. And at least you have the chance to always go up in rating, as opposed to HS.
Only one thing i'd change about snap - make cards with on reveal effects also affect the not-revealed ones from the opponent. A lot of the times going first is a disadvantage, and it doesn't make sense. At least alternate who goes first throughout the turns.
Tldr: having the HS mentality and expectations will never make Snap "feel good" as a game. Other than that, keep at it and L2P - most games there's something new to learn/realize.
No it's not a bad game. People having no idea how to properly play it doesn't make it a bad game. Of course you cannot counter each and every deck, but that's not the point. Play what you like - the paychology is much greater than in any other card game.
If i could count the number of games in which the opponent snapped on turns 1-2 then proceeded to concede... i'd be rich
For me it worked ok. But i managed to circumvent the cloudflare check, and logged in through the dolphin browser on android (validated the email on firefox), which was impossible before (due to the infinite checking loop).
Honestly i don't get what you're so upset about. I'm winning a lot with a deck of mostly pool 1 and some pool 2 cards. I believe i have only one pool 3 card which i bought with 1000 tokens (yet EVERYONE could've done the same). Yea, there are some decks that can wreck me if they get lucky (like discard with Hella and Death). So?! If they didn't discard Hella by turn 6, i'm very likely to just concede instead of losing 4 cubes.
Why is it so hard to understand that a deck's viability is not given by the pool of the cards? Play whatever deck you like and i assure you there is at least one location that will make you lose.
Similarly, why care so much about losing 1 cube when you can win 4 or 8?! It's a learning process - learn when to concede, when to press on, when to snap on turn 4 or earlier etc.
My deck is an all-rounder with disruption. Elektra for that stupid sun spot, and so on. And guess what? - if they played sun spot before, and nothing on turn 5, guess what's coming down on turn 6?! - exactly - The Infinite. Do i have a way to win with that on the board? If yes, snap him; if not, concede.
Sure, there are some decks that can outperform or are a bit over the top (eg: that Hella deck), but they can get screwed by locations, by their own playstyle (eg: discarding Hella), or by their own stupidity (eg: why not play a 16 power Apocalypse and definitely win the second location and the game, instead of Chavez?!).
Sorry, but these complaints are getting annoying. The most randomness in this game is from the locations, but at the same time they make you think more about how to win. Can't win? Concede. Sure, some people believe the game is dull because it's too same-y and the decks are too thin - but this is a big plus. Want solitaire - go to HS. Here you need to adapt every game. What's wrong with that?! Too much thinking is bad?
Learning when to concede is also an adaptation. Another one would be: "do i play doctor doom or hulk, on 6? Do i also have blue marvel in play? What location is the opponent actively ignoring? Who wins me the game? Am i depending too much on the turn 6 play when the power differential is kind of bad?"
The fun part is that it doesn't really matter how much you lose. It's about strategy and how to know when to give up early instead of wasting points. Similarly, it matters to snap when you know you can win.
I've only seen one deck that really wrecks me whatever i do, and it's the discard one with Hella. Unless they discard that particular card, it's usually a loss so i retreat in turns 5 or 6 most of the time.
Does anyone have interesting ideas on how to use pool 2 cards in fun/effective ways? Other than a few obvious ones, i don't really see much use for them.
E.g. Nakia. Also "the infinite" makes you skip a turn unless you summon him randomly from the deck, which is not consistent at all.
So, all in all, how do you guys feel about "power reducing cards", be them those that affect cards in opponent's hand (which means they suck in later turns) or cards from the locations?
Also, Leech seems incredibly powerful against almost everything. Does the "ability" include ongoing and on-reveal effects? Or just stuff like Nova's ?
Somehow this new featured location made it easier to complete without conceding. The one with +5 power if only card is also helpful, especially when it gets revealed later and the opponent already played a few there.
Hi again. It seems that scrolling the page before clicking on something seems to increase the lag duration. Even writing this message, immediately upon landing on this page, caused about a 5-10second delay before the text showed up, while making everything unresponsive in rest.
So, is there any news on how to fix this?
I know. A change in this would attract more people into the game. One of the issues the game has is keeping up with all the releases. Not gonna bother spending since you lose the cards after a bit and since all the good legendaries require a lot of packs to find.
For me wild should be the place to test out all the cards you have in your collection, and those that you do not. And there are 2 ways to go about it.
1. Pick 2-4 "eras" + core, make decks from them, battle other players with other choices of "eras". This requires balancing all the broken shit (and firing the "designers" that allowed it to thrive).
2. Rotating sets, but give us ALL the cards even if we do not own them. The current set is never included in this rotation until next "cycle" (be it expansion or miniset) - basically any release of new cards will give you access to the previous ones.
I'd also love a second mode - give us all cards from all previous card cycles from Standard, but adjust the rewards. I.e. when the miniset drops, give access to the initial release of cards, and so on. Basically, i want to play with all the cards from standard, even if i do not own them, in a sort of Casual mode, with no ladder, fewer or no rewards, maybe a separate reward track focused on other things than gold, etc. It'd be like owning the cards, but because you actually don't, the rewards are very low or zero.
For whatever reason i cannot paste the decks' codes into the game. Getting an error about no valid deck code in the clipboard.
Do i have to have all cards for it to work? Shouldn't it get filled with what i got?
Wes's deck code has something wrong in it.
Why is this showing up in the latest threads section, from 15h ago, when the last post is over 2 years old? :)
Why isn't this described as "destroy a FRIENDLY minion"?? :D
Powercreep is getting out of hand even more
Meeh now i have to rethink my deck that I was really enjoying. FFS.
Ben brode and the stealth nerfs... he can't even make an in-game popup for it. Let alone a button to gracefully close the app...
This lack of basic stuff is becoming annoying.
Any news on this issue?
To bring a bit more testing results, the lag doesn't seem to happen immediately after a new page or section gets loaded, but after a few seconds.
1. I navigate to ooc main site and immediately click on the "Forums" sub section (right side of "News"). The sub section loads properly, but clicks are not registered afterwards, for several seconds, on anything you click.
2. I navigate to ooc main site. Wait 3 seconds. Click on the "forums" sub section. Nothing happens for several seconds. Then finally, it's actually like the "news" link got clicked and that opens up instead.
3. Even writing this comment lagged severely at the start, right after opening this thread. I was writing letters but they didn't show up immediately, or showed up with a delay of several seconds. After the first 4-5 words, everything was fine.
Please give us some news on this, any news.
This card is so underwhelming it's not even funny. Committing your deck to fill all locations for an extra 6 power for a 4 mana card, that can be cancelled by Enchantress is a recipe for disaster, especially on how many locations can destroy you. Unless people don't run this card or get lucky. I'd never spend tokens for this card. Won't even play it if they give it for free.
Probably the most fun deck to play it in is the Thanos one, yet i'm not sure about the win rating.
Or... marvel snap, rimworld, world of warcraft, mass effect :D
I'm glad it made game of the year over any blizzard game. The lesser evil. Like in politics. Lo
I would suggest also Typhoid Mary + Enchantress (which pretty much guarantees a location on turn 4 - choose one that the opponent didn't invest in, and DON'T put Zabu in the same one!), plus a Hulk for turn 6 or any other finishing combo depending on your synergies). I'm not saying you're gonna draw Zabu on turn 4 every game, but these are synergistic ideas which pretty much care about on-curve plays, mostly.
And how is HS any better? Do you like losing to stupid discover chains which you also cannot counter? Or dying on turns 4-5, because again, you cannot counter this unless you play aggro? And the examples can go on. That game is so dumbed down (and also so dumb) that there is no predictibility about it anymore - either you play aggro or you're in for a lot of hurt. And it's been like that since beta - the difference being that all archetypes existed and cancelled each-other, thus making the game balanced (and boring for the twitchy teenagers from nowadays).
By your standards, HS is an incredibly bad game too. The saving grace for Snap is that you can really play whatever you want and so do your opponents. The decks are much smaller, which is a big PLUS. There are just enough disruption cards so that you can have a chance, even though that's not even the point.
The problem is that most players came from HS, which is extremely reactive. And they expected something similar from snap, which was not the case (and the moment it becomes like HS, i quit and f.k Ben Brode). Here, things are much simpler - usually the last 2 turns are swing or consolidation turns. E.g. playing Enchantress on turn 6 can be more impactful against an "ongoing" deck, rather than slapping a big minion - but not always and depends what you want to do - consolidate or disrupt. And this depends on what you did the first 4-5 turns.
Sure, you cannot win by some stupid discover and cheating 20 mana in one turn, but your opponent can't either. And it's better this way. For stupid shit we have HS. I for one am past that, for several years now - too frustrating and annoying. Snap is not like that for me. Locations can win you games you never thought possible. And at least you have the chance to always go up in rating, as opposed to HS.
Only one thing i'd change about snap - make cards with on reveal effects also affect the not-revealed ones from the opponent. A lot of the times going first is a disadvantage, and it doesn't make sense. At least alternate who goes first throughout the turns.
Tldr: having the HS mentality and expectations will never make Snap "feel good" as a game. Other than that, keep at it and L2P - most games there's something new to learn/realize.
No it's not a bad game. People having no idea how to properly play it doesn't make it a bad game. Of course you cannot counter each and every deck, but that's not the point. Play what you like - the paychology is much greater than in any other card game.
If i could count the number of games in which the opponent snapped on turns 1-2 then proceeded to concede... i'd be rich
For me it worked ok. But i managed to circumvent the cloudflare check, and logged in through the dolphin browser on android (validated the email on firefox), which was impossible before (due to the infinite checking loop).
Honestly i don't get what you're so upset about. I'm winning a lot with a deck of mostly pool 1 and some pool 2 cards. I believe i have only one pool 3 card which i bought with 1000 tokens (yet EVERYONE could've done the same). Yea, there are some decks that can wreck me if they get lucky (like discard with Hella and Death). So?! If they didn't discard Hella by turn 6, i'm very likely to just concede instead of losing 4 cubes.
Why is it so hard to understand that a deck's viability is not given by the pool of the cards? Play whatever deck you like and i assure you there is at least one location that will make you lose.
Similarly, why care so much about losing 1 cube when you can win 4 or 8?! It's a learning process - learn when to concede, when to press on, when to snap on turn 4 or earlier etc.
My deck is an all-rounder with disruption. Elektra for that stupid sun spot, and so on. And guess what? - if they played sun spot before, and nothing on turn 5, guess what's coming down on turn 6?! - exactly - The Infinite. Do i have a way to win with that on the board? If yes, snap him; if not, concede.
Sure, there are some decks that can outperform or are a bit over the top (eg: that Hella deck), but they can get screwed by locations, by their own playstyle (eg: discarding Hella), or by their own stupidity (eg: why not play a 16 power Apocalypse and definitely win the second location and the game, instead of Chavez?!).
Sorry, but these complaints are getting annoying. The most randomness in this game is from the locations, but at the same time they make you think more about how to win. Can't win? Concede. Sure, some people believe the game is dull because it's too same-y and the decks are too thin - but this is a big plus. Want solitaire - go to HS. Here you need to adapt every game. What's wrong with that?! Too much thinking is bad?
Learning when to concede is also an adaptation. Another one would be: "do i play doctor doom or hulk, on 6? Do i also have blue marvel in play? What location is the opponent actively ignoring? Who wins me the game? Am i depending too much on the turn 6 play when the power differential is kind of bad?"
The fun part is that it doesn't really matter how much you lose. It's about strategy and how to know when to give up early instead of wasting points. Similarly, it matters to snap when you know you can win.
I've only seen one deck that really wrecks me whatever i do, and it's the discard one with Hella. Unless they discard that particular card, it's usually a loss so i retreat in turns 5 or 6 most of the time.
The page load delays are still happening after the update :(
Does anyone have interesting ideas on how to use pool 2 cards in fun/effective ways? Other than a few obvious ones, i don't really see much use for them.
E.g. Nakia. Also "the infinite" makes you skip a turn unless you summon him randomly from the deck, which is not consistent at all.
So, all in all, how do you guys feel about "power reducing cards", be them those that affect cards in opponent's hand (which means they suck in later turns) or cards from the locations?
Also, Leech seems incredibly powerful against almost everything. Does the "ability" include ongoing and on-reveal effects? Or just stuff like Nova's ?
Somehow this new featured location made it easier to complete without conceding. The one with +5 power if only card is also helpful, especially when it gets revealed later and the opponent already played a few there.
Having Hulk in the deck is definitely a must