Guest Posts

This section allows you to view all posts made by a guest. Note that you can only see posts made in areas you currently have access to.


Messages - Choronzon (7)

Pages: [1]
1
Game Suggestions and Feedback / Elemental Masteries +
« on: December 15, 2009, 10:09:56 pm »

I like the idea, but some of these make little sense under the title of 'elemental master'. Like how would almost decking out show you have mastered your element? If anything, your score should be penalized for that...

I wouldn't mind seeing additional elemental mastery possibilities based on each element. Like a time mark winning in x amount of turns, or a fire mark achieving x amount of attack points on the field, or life healing x amount.

And so on, they would have to be hard to achieve, naturally, but would add a tiny bit of strategy...

2
Game Suggestions and Feedback / Elemental bonuses
« on: December 15, 2009, 10:09:55 pm »

Hmm...lesse what I can think of...I like the idea of 24 abilities as something that is somewhat overpowered can be fair in terms of mono decks vs rainbow decks which have a natural advantage. Aka, it is incentive to play a mono deck.

Earth: 1. Ability: stone quantum is drained at a rate of 1 per point of damage (aka defense, what the mark is best at).
2. Passive: All creatures have +1 hp (I R ORIGUNALL *smashes something*). Maybe start at 105 life too?
Air: 1. Ability: pay 2 air quantum to deal 1 damage to a target (Air is good at damage and creature control. Sniping at just the right time is well within its domain.).
2. Passive: 5% miss chance (Air SHOULD be harder to hit. Flight is an advantage all its own...)

Fire: 1. Passive: Gain 1 extra fire a turn (More stunning originality from me, but darnit, it fits the mark like a glove.).
2. Ability: Pay 2 fire quantum to lower a creature's defense by two and raise its attack by two (Fire never did much care for that defense thing)
Water: 1. Passive: Shifts between +1 attack, +0, +1 def, and +0 for all creatures in a 4 turn cycle (Tides essentially. Water in a nutshell.)
2. Ability: Pay two water quantum to remove 1 poison counter (a bit specific, but poison stings, and water is good at making it not sting...somehow.)

Light: 1. Passive: Gain 2 hp a turn (I would be willing to say 3, but it might be a taaad too much unless everything else gets bumped up a touch maybe).
2. Ability: Pay 2 light quantum to create a photon of light (Expending energy to create photons is how light exists. Huzzah knowledge!)
Darkness: 1. Passive: Dark creatures cost 1 less to play (Fits with the speed aspect of Dark).
2. Ability: Pay 2 dark quantum to drain 1 life from a target and add to your life (I admit this is like Air's but a touch better, but to be fair, Dusk Mantle and Fog share a similar relationship.)

Halfway done...whew. Time to take a breather...

*breathes*

...aaaaaaand back! With another fun idea I think would be neat if this mark ability system is implemented. In short, it is the idea of resonance. If two elements of the same mark face each other, their effects are doubled. Fire1 would gain 2 extra quantum, Water1 would cycle with +2, Entropy would have a 20% chance of mutation (I just love the thought of a truly chaotic battle. I almost want to make a special exception in Entropy's case as it is so chaotic setting the resonance at 100% for maximum chaotic fun) etc. Nothing too spectacular, but it would add another level of fun perhaps.

Entropy: 1. Passive: 10% chance of a random mutation of any creature on the playing field (5% felt too low, hell, 10% feels low, but I suppose we can't break the game with toooo much chaos. Shame. I love chaos.)
2. Ability: Pay 2 entropy quantum to cause a random effect on one of your creatures (Did I mention I love chaos?)
Gravity: 1. Passive: Enemy creatures have 1 less hp with a minimum of 1 (Sorta represents higher gravity and makes things a touch easier on them otyughs. No one to zero though, that would be a bit much I think.).
2. Passive: 5% chance an enemy creature will be 'pulled' to your side. (Maybe a bit of a stretch, but Gravity is a hard mark to do with much fairness..)

Time: 1. Passive: 5% chance to nullify damage received the previous turn. (I'll be damned if I include a card draw effect, mono time has that covered enough as is.)
2. Active: Pay 10 time quantum to copy the last spell played (Too much perhaps, but time is grand like that.).
Aether: 1. Passive: Nullifies opponent's mark ability (How much more Aether can you get?)
2. Passive: 5% chance of a creature you control becomming immaterial (Could hurt in some cases though...but a deck with this in mind could be arranged)

Life: 1. Passive: 10% chance a creature will survive a death effect (Wanted to make this so that a creature had a second life of sorts, but that would be broken in a rainbow deck...).
2. 2. Passive: Player survives death once with 1 hp (I have seen a number of games where one more turn would have made a difference. Life deserves life I'd say.).
Death: Active: Pay 5 bone quantum to combine 5 skeletons into one bone dragon (*insert Voltron transformation sequence*).
2. Passive: 10% chance a random opponent creature will die (I figure this balances nicely with Life1.).

Phew...that took a good couple of hours...

While I did try and keep some semblance of balance in mind, I probably overdid it on a few things. I did try to make ability 1 more for a mono deck and ability 2 more for a rainbow deck, though this wasn't an ironclad rule. I am especially fond of my tide concept, and I am absolutely smitten with the idea of a super chaotic entropy battle...

I think we could make this work....now I'll be sad if it doesn't happen in some form. I don't want to be sad...anymore...*lets a single tear fall*

*decides to post before he gets too melodramatic*

3

I do...not know how it happened as my eyes were averted slightly as it happened, but somehow a mono dark deck with the owner only having played 1 game, managed to summon a solar shield. and then, a few turns later this happened and everything went utterly wonky, to my advantage as those dragons turned into devourers and a nightfall was played by him....

i read about a computer disconnect issue thing, but it doesn't explain the shield which seemed to come and go...

4

I am wondering if this is not some general glitch, as I was playing the AI and my vampire stiletto turned into a dusk mantle. While it cost 6, it functioned the same except it was placed in the shield slot. Probably a minor hiccup I suppose, but I still feel the need to report it....

Honestly, most of my games have been blissfully error free...

5

Sorry. It made sense to me, but I reread what I said and realized it was ambiguous enough to be taken both ways...

Blargh...

Not the best way to introduce myself is it...

Oh wells...

*casts reverse time*

6

It is. Hence my argument with the pic for Reverse Time which clearly uses IIII when IV should be used...

...although I decided to do a spot of research and apparently nothing is wrong with IIII. My apologies. I blame not looking at enough ancient clocks >_<

7

I am speaking of 'Reverse Time'. It uses Roman Numerals in the pic. III, IIII, V, and VI are clearly seen. Except, 4 is represented with IV using Roman Numerals, and not IIII.

Does this affect anything? No. But It merely struck me as a bit off.

Everything else seems to be in order though. :D

Pages: [1]
anything
blarg: