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Messages - Demongod (97)

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1
Card Ideas and Art / We could use some new pillars...
« on: December 15, 2009, 10:10:34 pm »

No.  You set it, you get 2.  Every turn, you get 2.

Considering you get 3 from quanta tower, there's nothing wrong here.

2
Game Suggestions and Feedback / balancing moono/rainbow
« on: December 15, 2009, 10:10:33 pm »

That honestly solves nothing.  If a card is so good that Rainbow can give up a time or an entropy mark just to play it, it will.

3
Card Ideas and Art / Balance suggestions
« on: December 15, 2009, 10:10:30 pm »

Did you have to teach your grandma how to find eggs? I know it's HP, not Life quanta, or "green mana" how those FLOCKING MTGIANS call it.

And, I say, something along 7 or 10 is a more viable cost. But with no quantacost.

So, maybe the new cads of this...

Nova: Spell (Free, Entropy flavour)
Pay 7 HP to get 1 quantum of each element + 10 random quanta.

Supernova: Spell (Free, Entropy flavour)
Pay 12 HP to get 2 quanta of each element + 10 random quanta.
I very much like these, albeit 12 life x 6 supernovas = 72 life...OUCH.  I think that maybe it should be 5/8?

4
Card Ideas and Art / Brain Freeze
« on: December 15, 2009, 10:10:29 pm »

Should I modify it to give the ability to hasten your opponent on his next turn?

5
Card Ideas and Art / Brain Freeze
« on: December 15, 2009, 10:10:29 pm »

No, the effect is not just "if your opponent uses hasten".  If your opponent draws two or more cards, period.  So yes, FGs get hosed by this, but yet, it remains balanced against players, because players can choose to draw cards or not.

As for the situational situation, think about it: it goes only one way.  So while your opponent can only draw one card a turn (otherwise forgoes his attack), you can draw as much as you like.  So it's massive card advantage or tempo advantage for you.

6
Game Suggestions and Feedback / Mulligan
« on: December 15, 2009, 10:10:29 pm »

I'm not arguing that it'll have two bad hands in a row often, but on the dumb luck event that it does...

7
Card Ideas and Art / Balance suggestions
« on: December 15, 2009, 10:10:28 pm »

scrubs.
You keep using that word. I do not think it means what you think it means.

/Inigo
Know who David Sirlin is?  I follow his definition.

8
Card Ideas and Art / Balance suggestions
« on: December 15, 2009, 10:10:28 pm »

I very much think I do understand, hence I listed Seism as a prime example.  Same idea against Graviton and his Otyughs, Rainbow and his explosions, and perhaps Hermes with explosions.

There's also some very easy such decisions against Incarnate.

However, barring that, it's more or less "the best move this turn is quite obvious", and that on almost all turns, the game plays itself.

9
Card Ideas and Art / Balance suggestions
« on: December 15, 2009, 10:10:28 pm »

I much prefer the life to entropy cost.

As for there being a challenge or not, it isn't as though the decision making is extremely complex in this game.  Either you can play something or you can't.  If you can play it, will it have time to do what it needs to get done, or will your opponent wreck it?  For instance, yes, it's dumb to play all your quanta against seism off the bat.

However, usually, it isn't a question of "did you make the correct plays" so much as "did the FG have a draw that beat yours no matter what you did", aka

"Did Seism destroy all your quanta before you could play anything" or "did Graviton beat you into the ground before you could take control of the situation" or "did Scorpio speed-poison you out of existence before you could get your creature army going"?

There is no back and forth.  There is no "I made a stupid mistake."  

Elements is relatively simple.  There is very little "do this but not that" so much as "do everything you possibly can", with some minor exceptions.

So if "everything you possibly can" doesn't stop "everything FG possibly can", you lose.  Otherwise, you win.

That isn't a challenge.  That's an autowin or an auto-lose.  Simply, there aren't enough features with the way elements works that there is room for good or bad decision making.

10
Card Ideas and Art / Balance suggestions
« on: December 15, 2009, 10:10:28 pm »

Way to miss the point.

Difficult is "you need to play your deck well".

Frustrating is: "oh look, the computer simply overruns me and there's nothing I can do".

And honestly, CK and SG, I thought you two were smart.  Apparently you two aren't.  Otherwise you'd realize that there's literally nothing to do in elements aside from fighting FGs.  And that furthermore, that the

COMPUTER DOES NOT MIND BEING BEAT.

Oh, and as for players dealing with sundial: if you're not willing to pack permanent destruction despite KNOWING that there are cards in so many different colors that can screw you, then that's no reason to nerf.

Oh well.

Continue to be scrubs.

11
Card Ideas and Art / Balance suggestions
« on: December 15, 2009, 10:10:28 pm »

If you nerf sundial, then you better give another way of maintaining that win percentage against False Gods.
Why? Fake Gods are supposed to be hard. If you have an 80% win rate, then they are obviously too easy. If we were to take out losses due to bad draws, the win rate would be much higher. Keep in mind that these changes will not happen over night, or any time soon, for that matter, and probably not until the PvP issue is fixed (this might be more likely with client downloads of the game and Peer to Peer hosting, though that is just wishful thinking for now).

God forbid someone has to forgo one quanta a turn in order to splash a key card to make aggro decks work!  My god, the horror!
Sure, one less quantum per turn isn't that much if you're playing a mono-element deck, but when you're forced to play Mark of Fire to take Explosions in pretty much every deck you play just so you can be competative, then something is wrong.

Though, I really don't know why I'm arguing with you; you really don't seem to understand.
No, there really is nothing wrong.  Other colors have other permanents capable of screwing you over.  There are quite a few weapons out there that should you let them go active they will make you hurt quite badly.  Consider a mono-time deck with rewinds and eternity locking down your draw.  Or what about an earth/gravity deck with pulverizers and otyughs+armor?  Or maybe some sort of earth/water quanta kill deck with purifies so that you really can't even get in poison edgewise?  Or what about wind decks that just snipe you silly with Eagle eyes?

No, there is far more uses to explosion than to deal with sundials.

Now please stop thinking like a scrub.  Sundials only shut down one way to win--attacking with creatures.  There is still poison, there is still having your opponent deck, there is lockdown via quanta/creature kill, and there is fire with fahrenheit. 

If you want to nerf sundial, the best nerf would simply be to make the unupgraded version cost 2 time, and the upgraded version be the current unupgraded one.  There.  Done.  No need to beat it down until it's dead.

As for False Gods...

THERE'S A DIFFERENCE BETWEEN DIFFICULT AND "LOL YOU LOSE AUTOMATICALLY BECAUSE THE COMPUTER IS TWO PLAYERS AT ONCE"[/SIZE]

12
Card Ideas and Art / Balance suggestions
« on: December 15, 2009, 10:10:28 pm »

Demon, calm down a moment. These changes weren't proposed because the AI is too easy (though making the AI harder would be a benefit, as long as it was still beatable. Also, note that these changes would effect the AI decks, too). These changes were thought up because the balance of the cards to each other was off.

These balances would also allow more deck options for PvP as well, because with the fixes to Sundial and Pulverizer, along with some other cards, people would not be FORCED to bring permanent control in a deck. They could bring other cards to make their deck more effective, verses taking along permanent control and a Mark of Fire or Gravity or Darkness, which would only limit the decks and the metagame archetype.
God forbid someone has to forgo one quanta a turn in order to splash a key card to make aggro decks work!  My god, the horror!

Tell me, what exactly is the point of making cards in this game when rather than actually have to deal with them, people simply WHINE, *****, AND MOAN until they get a nerf?

No--here's the thing--if a card in this game doesn't force your opponent to adapt to it or lose...

THEN IT'S GARBAGE.

But fine, don't listen to me.  Let's just make Elements a complete solitaire game and see who can have the fastest-going deck, while making False Gods impossible to have a great win percentage against, no matter how good your deck is.

Already, veteran players (and myself) have grown bored of the game.  And now you're going to make the only way of doing the only thing that's challenging impossible?

If you nerf sundial, then you better give another way of maintaining that win percentage against False Gods.

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