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Messages - Powerfrog (89)

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1
Cygnia / Re: Arc Lightning | Arc Lightning
« on: February 17, 2012, 10:45:44 PM »
It already targets the opponents side only.
...

I suggested the opposite. What do you mean 'already'? Isn't the whole point to decide a better alternative before it's out there and 'already' is a more valid term?

2
Cygnia / Re: Arc Lightning | Arc Lightning
« on: February 17, 2012, 04:44:18 PM »
A better alternative to making the spell damage the opponent would be to decide which side of the field it effects.

The synergy with voodoo dolls would be awesome. Especially with fractal and twin universe being useful cards in the duo.

3
Card Ideas and Art / Re: Mother Grizzly | Mother Grizzly
« on: February 16, 2012, 12:44:57 PM »
Actually, Life doesn't have any creatures in the 6-7 cost range, and as for it being an example of "cost-efficient beatsticks and vulnerability to CC [How exactly does 6-8 HP count as vulnerability to CC? It has more HP than the dragon!]", that's called tying in the elemental theme. Rounding out an element makes it stronger, and Life isn't exactly the weakest element.
It's vulnerable to CC because if any other creature on the board dies, your bear is screwed for FOUR turns, in a life rush, it might as well be dead.

Which brings me to a question. How does the effect work with multiple deaths? Does it keep stacking or just go to 4 every death?

4
Card Ideas and Art / Re: Mother Grizzly | Mother Grizzly
« on: February 15, 2012, 05:50:46 PM »
'Don't let your creatures die'

Oh ok, how silly of me.

Actually i've changed my mind. I'm just going to deal 200 damage to my opponent on the first turn instead. :)

5
Card Ideas and Art / Re: Mother Grizzly | Mother Grizzly
« on: February 15, 2012, 01:17:40 PM »
I really like the idea but i think it's actually too weak to be useful VS the average deck.

First of all, 4 turns is rediculously long. Make it 2 at most.
His quanta cost is still quite high compared to stats, relative to his negative ability.

A good example is Arctic Dragon.
13/5 for 11 quanta. Bear is 10/6 for 7 quanta.
-3 attack +1 health -4 quanta. Without the ability, that's only slightly better than the dragon. With the ability, it's considerabley worse.

Or compare it to gargoyle. 7/3 for 5 quanta. With a postive ability.
+3 attack +3 health +2 quanta. Negative ability vs useful one.

Best example, come to think of it, is elite shrieker.
10/4 for 8 quanta.
+2 health -1 quanta. Really good ability vs negative one.

Mother grizzly makes me think that the ability should be something like 'Grow +2/+2 for every creature placed' with much lower initial cost and stats, this would fit the growth and life feature very well, as well as having good synergy with life's cheaper creatures. It would be the opposite of death's vulture. But that's just another card for another day (Feel free to take the idea, i'm too lazy to create the card.)

6
General Discussion / Re: Question with PvP
« on: February 10, 2012, 01:57:37 PM »
Hmmm problems.. I really like this game ive only been playing for like 3 days, but the amount of desync bugs and other things I encounter is absolutely ridiculous..
Because flash lags when you switch tab. Your timer is down, but your opponent's is not. Thus the AI take over for you.
Oh my god. I just learned about the Baader-Meinhof Phenomenon and Lorem Ipsum today. And then i see your signature. I'm freaking out man.
This is correct. Another way for the AI to take over is if your opponent leaves the game. Most games would make you instantly win, but this one makes the AI take over which i think is a really awesome and clever gameplay mechanic.

The timing could probably be fixed if elements used an extrenal clock that isn't effected by any client sided lag, but i don't think anyone cares enough to warrent this change.

7
General Discussion / Re: #dumbstufftheAIdoes
« on: February 09, 2012, 08:13:18 PM »
in this situation, i decided to just pass the turn


That looks so stupid i can only hope that it's intentionally built like that to be a farm. I... I can't accept anyone can be so dumb.
It's beef! Master of Darkness!  He's definitely not dumb.  I thought it was a farm, but you wouldn't add adrenaline to a farm...so perhaps it was just a bit of an oversight, or it's a deck that's definitely not meant to be played in the way the AI played it.
Adren makes it "heal" 20 a turn. So it's clearly intentionally done to "heal" as much as possible, and not neccessarily to damage the opponent.

8
General Discussion / Re: #dumbstufftheAIdoes
« on: February 09, 2012, 06:10:58 PM »
in this situation, i decided to just pass the turn


That looks so stupid i can only hope that it's intentionally built like that to be a farm. I... I can't accept anyone can be so dumb.

9
Nerf This Card! / Re: [POLL] Which Cards are Overpowered? 1.29
« on: February 09, 2012, 01:45:34 PM »
Huh. Gonna be the first time earthquake isn't voted as most overpowered, despite it never being nerfed the past 3 times.

Although SoSa makes sense. That card is rediculous.

10
Light / Re: Divine Miracles (unupped) [PvP1]
« on: February 09, 2012, 01:19:41 PM »
I'd probably add 4 sancturaries.
  • They heal you 4 hp a turn each. Increasing the time between miracle uses and possibly getting an EM.
  • They stop devourers/nightmare
  • They make a good distraction for steals and deflags, instead of your pillars.
Maybe add a pillar or two, but i'd have to test it first.

11
Patch Notes and Development News / Re: Elements 1.30
« on: February 08, 2012, 06:03:00 PM »
Shard of focus sounds waaaay overpowered.
It's like a less killable pulveriser that is cheap, works in any deck, is free to activate, and gives incredibley high denial/healing vs a rainbow (Hell, with their pillars gone, the denial is good even on a mono.)

Shard of Conscience on the other hand sounds quite useless. Three shards must be played to reduce their quanta to 10. Four to make it 8. First of all, most cards cost under this, and you generally play them as you get them. Secondly, even if they are high cost, you'll probably be able to play a few before your opponent gets 3-4 shards out.
I mean it would effect you a little in the end game, if you had 6 pillars and 4 quanta, you should have 10, but this caps you at 8. But i personally don't think that's big enough a nerf to put 4+ shards in my deck.

12
Buff This Card! / Re: Shard of Patience
« on: February 07, 2012, 08:09:58 PM »
I actually really like markilleruk's suggestion abour making SoP a permanent that indeifnitely delays your creatures, buffing them every turn untill you decide to destroy it (perm ability). It fits the whole 'patience' theme and also acts as a hard counter to the super OP SoSac. It creates a dilemma - should you lose a turn attacking, or continue to gain buffs? Opens up new uses for inundation, esp to weak creatures like octopus or malignant cell. Maintenance cost also good to prevent OP.

I do not think it should delay or buff the opoment't creatures though. SoP would eclipse sundial if that happened.
Honestly, yes. This is perfect. The SoSa counter really sold it on me, because SoSa is currently pretty much counterless, aside from OHK and antimattering your own creatures. It makes sense for shards to counter other shards.

I kind of think SoG and SoP should switch elements though. Water already has purify and great stalling, making healing best for it. Life has a load of spammy creatures to work with SoP, get rid of the flooding part, which doesn't even make sense, and just make it +1/+1, +2/+2 for life creatures. Plus life shard countering death shard would make a lot more sense.

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