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Messages - AngeDeMort (253)

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13
Crucible Archive / Re: Blood Jelly | Gore Jelly
« on: August 07, 2011, 08:16:43 pm »
Shard of Sacrifice...
yea it does synergize very well with that card well but I wasn't aware of it when I came up with this, I don't think it's too big of an issue depending on what the max attack/hp is on this

You jelly bro?
Anywayz, does the Att|HP constancy change with your health, or is it fixed when you play it?
it updates as your health changes similar to scarabs and their swarm passive and if i remember correctly scarabs update after they attack so this would too and that would help with the Shard of Sacrifice issue

14
Crucible Archive / Re: Blood Jelly | Gore Jelly
« on: August 07, 2011, 05:09:04 pm »
op how and correct me if I'm wrong but don't stalls usually focus on negating damage and healing?

15
Card Ideas and Art / Re: Rainbow|Shining Rainbow
« on: August 07, 2011, 06:10:14 am »
When I was designing this card, I tried to make it as basic as possible.  I wasn't sure exactly how it would work, but I think that it is basic... enough.  I think that putting some sort of counter to it would make it seem more like it is balanced toward a specific element.  For instance, if it made you take damage, I think that would make it lean towards elements that are strong in healing, like Light, Life, and Darkness.  If you sacrificed creatures to play it, it would lean towards elements that are good at putting out low-cost and spammable creatures (Aether, Light, Life).
If it needs a small nerf, then I think it should be an increase in cost.
Increasing the cost of other cards doesn't do much since they take random quanta and cards like nova can summon a 12 cost card in 1 turn. Counters aren't element specific :darkness, :air, :aether:time and :death (technically stacks) all have a card with counters. I think counters would really be a good idea for this since with 2 novas and this you can pull out a dragon on your first turn

16
Crucible Archive / Re: Blood Jelly | Gore Jelly
« on: August 07, 2011, 03:10:57 am »
A natural log type growth rate, it definitely fixes the high cap problem but I'm not a fan of how fast it grows initially I was thinking about a more linear growth rate, I experimented for awhile and came across something like:

constant * ((max hp - hp)/max hp)
essentially its a constant number multiplied by the percent of of health you have lost, so whatever percent health you've lost you get that percentage of the constant as damage

caps at the constant and has a more linear growth, hows it looks?

The damage player on summon/per turn sounds good but I think I'd rather leave that up to the opponents creatures since darkness is more about manipulating the opponents resources than self harm for gain

17
Forge Archive / Re: Revenant | Wight
« on: August 07, 2011, 01:12:40 am »
The only one that could possibly be made into an active with out making this too powerful would be the status immunity but that thematically doesn't make sense. If you made the dies when healed an active you could lobo it off yourself and then you have a truly (as in no way to kill it at all) immortal creature, and if you made the does not die when at 0 hp an active it dies when loboed and contradicts the whole can only be killed by healing mechanic.

Anyway enough rambling my 2 :electrum is that all 3 should be passive abilities mostly because lobotomy for these doesn't thematically make sense (how do you forget that you don't die unless healed or aren't affected by statuses?) but more importantly making 1 lobotomizable can ruin the others or make the card OP.

18
Crucible Archive / Re: Abandoned Soul | Empty Soul
« on: August 06, 2011, 07:34:08 pm »
So this thing gets it's stats from any other creature? seeing as its already requires both  :aether and  :life and those elements have mitosis and fractal Id say the high cost is justified since the upped could potentially become a 45 | 45 creature if you opponent is also playing a fractal/mitosis deck

19
Crucible Archive / Re: Blood Jelly | Gore Jelly
« on: August 06, 2011, 07:11:20 pm »
Max HP possible is 500

Current max possible Jelly base stats are:
Unupped: 499/8|1+499/6 = 62|84
Upgraded: 499/6|1+499/5 = 83|100

However these stats require heavy usage of  :earth for Stoneskin and probably the new Shard of Sacrifice to be stable at 1hp for a couple of turns.
*whistles* that is a strong creature but it would require a lot of set up like you said, so is the recommendation to decrease the growth rate or keep it the same?

20
Crucible Archive / Re: Blood Jelly | Gore Jelly
« on: August 06, 2011, 06:19:31 pm »
Made the changes to the card, any more comments, concerns about balance, etc?

21
Crucible Archive / Re: Blood Jelly | Gore Jelly
« on: August 06, 2011, 06:08:50 am »
What happens when you use Shard of Divinity?
I had forgotten about cards like SOD and stone skin, now that you mention them it should be max hp - current hp

Formula should use max HP instead of 100. Also, shouldn't be written on the card (check: Catapult|Trebuchet). Should just read something like 'Attack and HP increase as you lose health'.
Your right I'll change it soon, I thought having the formula on the card looked funny when I revisited this

22
Crucible Archive / Re: Blood Jelly | Gore Jelly
« on: August 06, 2011, 05:50:20 am »
Decided to dust this off, any comments?

23
Forge Archive / Re: Guinea Pig | Guinea Pig
« on: August 04, 2011, 10:52:02 pm »
I like it, a deck with these and fractal would be fun to play with

24
Card Ideas and Art / Re: Rainbow|Shining Rainbow
« on: August 04, 2011, 01:11:21 pm »
Why not make both last one turn and decrease the cost of the upped one.

This is a very strong card even if it only lasted 1 turn or a single card, it allows monos to function as rainbows and elements that are very good at producing quanta like death or life will have plenty of quanta to spare, also it increases the effectiveness of quanta towers since you would no longer have to wait for a single quanta pool to build up to play a card.

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anything
blarg: