Embermaw Hellion bug
BrotherGlacius
Posts: 14
This card breaks the normal combat mechanic. It behaves as if it has first strike if the extra 3 damage it does is enough to kill the opponent creature. But the card is not listed as first strike, so therefore, regardless if the extra 3 damage is enough to kill, it should still be taking the damage from the other creature. It does not however.
As I don't have the ability to create topics anywhere but here, I'm also going to leave some feedback on the game.
You need to balance the colors. White and Blue are clearly broken. Against any color except for blue, I have over a 95% win ratio, and typically with 90% of my health intact with my white deck. My blue deck wins more, but it just takes longer and I will have less health. The only time I ever have to really worry about losing is when I face blue. Clearly its abilities are broken compared to the other decks. Confusion needs to cost 6 at a minimum. And Mizzium is just broken.
Up next in power are Green and Red, with red being the more balanced of the two. The mana shenanigans of green borders on the asinine.
Black is the worst deck of the bunch. It takes work to win with that deck. My total win percentage would be much better if I wasn't so stubborn as to try to find a black deck that works as well as the others. Its creatures are pathetic compared to the others, and the planeswalker abilities are a joke. Only Black actually hurts itself in order to effect the enemy. I can see why you want to have that design, but the way it is implemented, is just bad.
Red can activate its middle ability to just straight up deal 3 damage to every enemy creature for 9. Black costs 12, it damages its own creatures, and it has to be able to match one of the 5 gems. Granted, if you are super lucky and are able to match multiple, it will do more, but it also means you hurt your own as much as well. Add to that, black creatures are lacking on Def, and don't have many ways to buff Def. That is balanced? No. And wiping out two cards of my own to get rid of two cards? That cost is too high.
As I don't have the ability to create topics anywhere but here, I'm also going to leave some feedback on the game.
You need to balance the colors. White and Blue are clearly broken. Against any color except for blue, I have over a 95% win ratio, and typically with 90% of my health intact with my white deck. My blue deck wins more, but it just takes longer and I will have less health. The only time I ever have to really worry about losing is when I face blue. Clearly its abilities are broken compared to the other decks. Confusion needs to cost 6 at a minimum. And Mizzium is just broken.
Up next in power are Green and Red, with red being the more balanced of the two. The mana shenanigans of green borders on the asinine.
Black is the worst deck of the bunch. It takes work to win with that deck. My total win percentage would be much better if I wasn't so stubborn as to try to find a black deck that works as well as the others. Its creatures are pathetic compared to the others, and the planeswalker abilities are a joke. Only Black actually hurts itself in order to effect the enemy. I can see why you want to have that design, but the way it is implemented, is just bad.
Red can activate its middle ability to just straight up deal 3 damage to every enemy creature for 9. Black costs 12, it damages its own creatures, and it has to be able to match one of the 5 gems. Granted, if you are super lucky and are able to match multiple, it will do more, but it also means you hurt your own as much as well. Add to that, black creatures are lacking on Def, and don't have many ways to buff Def. That is balanced? No. And wiping out two cards of my own to get rid of two cards? That cost is too high.
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