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Messages - PuppyChow (1577)

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25
Card Ideas and Art / Re: Volcanoid | Volcano
« on: November 30, 2011, 05:39:10 am »
true, but you also get the passive effect here. anyways i wasnt exactly saying it was OP, but something else to consider. *shrugs*
That's true. And I guess you wouldn't know this, but most of the cards I have designed for supermassive make use of their hp in some way, be it through absorbing damage or some other method, so reducing the hp of one by a smidge could still have an effect (see: volcano).

26
Card Ideas and Art / Re: Volcanoid | Volcano
« on: November 30, 2011, 05:25:30 am »
a few of these and a chimera would make me wet my bed. (or force me to have reverse time in my pvp decks)
chimera doesnt work on supermassive.

anyways, you dont necessarily need momentum and even so, a 3 card 2 element combo isnt bad, especially when the only counter for these super growing creatures is reverse time
Thanks for answering moomoose.

Let's compare.
Animated Titan + Overdrive: 10 Gravity Quanta, 3 Cards.
This has essentially the same effect (an unstoppable growing creature) as:
Skelosaurus (using highest starting attack one) + Unstoppable + Overdrive: 5 Gravity Quanta, 8 Death Quanta, 3 Cards.

So basically you're paying 3 extra quanta, plus it's nearly evenly distributed over two different elements, for the same exact effect. Even taking out the unstoppable, it's still 2 extra quanta (less) evenly distributed over two different elements, AND you don't get momentum. All for making the combo one less card.

All I'm saying that Animated Titan + Overdrive or Armagio + Overdrive (hey, a two card combo for essentially the same effect as using overdrive on another supermassive! And it only needs 9 quanta from a single element!) would be much better than a Supermassive creature + Overdrive.

Also, thanks RRQJ :).

27
Card Ideas and Art / Re: Volcanoid | Volcano
« on: November 30, 2011, 04:37:57 am »
I meant any supermassive and overdrive.
So did I. Except the gravity one would be the best to use it on since it's on-element. Actually, it wouldn't, since I know what the gravity one will be, but still, if you use it with any other element's supermassive creature, it'd become a two quanta requiring deck (and not a cheap one) unlike the titan one. And still a three card combo. AKA, definitely not worth it in that case.

28
Card Ideas and Art / Re: Skelesaurus | Skelesaurus
« on: November 30, 2011, 04:35:06 am »
Supermassive in not needed provided the hp and poison were recalibrated to 15hp and gaining 1 poison per turn.

Obviously a card effect is not a good fit with Supermassive if the card could be improved by removing Supermassive.
It wouldn't really be improved -- if it was recalibrated to that, who in their right minds would make a gravity duo to catapult it? Who would gravity force it? Who would use chimera with it and have it matter?

All the extra hp does is make it look cooler and more fun. Which is fine by me. A couple of the supermassive creatures will be like that -- creatures that could be scaled down, but it just wouldn't be as fun.
I actually would enjoy the balanced poisonous catapult deck that would result from the recalibration. (5 poison)

I question why you have become so used to 15, 25 and 30 hp that you feel 75 hp is required to give it that cool Gravity style "Massive" effect.

 Balanced poisonous catapult deck? Um... Well, it might be a bit of fun, but you could have just as much fun catapulting a steam engine and it'd make about as much sense, if not more, since the steam engine's attack would grow faster if you somehow worked fire in, it's way cheaper than a skelosaurus would be, and you wouldn't have to catapult it on the first or second turn it comes into play to get the maximum damage out of it. For this one, there is absolutely zero point to scaling it down and taking off supermassive other than because you could. And like Jocko said, at 1 poison per turn and 15 hp, it would eventually get down to a low enough health that hard CC would have an effect. In the current version, even the turn before it dies from the poison, it will have 30 hp.
 
 Why more than 15, 25, and 30? Because I feel like the majority of these cards are a bit more sturdy than an armajio. Take a volcano, for instance.

odd to think that this card would work amazingly well in a gravity/death duo by placing gravity pull on this thing, would be more effective that the established gravity creatures whose sole job is a similar niche
Again, supermassive. No gravity pull.

29
Game Suggestions and Feedback / Re: Test Deck...See Hand
« on: November 30, 2011, 04:22:16 am »
Indeed, there is a workaround. That doesn't mean it's a bad idea. I mean, using precogs and time nymphs means you still would have a turn or two where you wouldn't be able to see, and it limits the deck variety you can use against it.

I'd say it's a quick fix and a fine idea.

30
Card Ideas and Art / Re: Volcanoid | Volcano
« on: November 30, 2011, 04:13:25 am »
It has a standing attack as it's lava is continuously flowing out as well, meaning a bit of damage each turn.
I'm leaning towards no regeneration because that could complicate the card, and there's no space using the card image generator currently :P. I feel like a few of these cards might have that problem.

could be earth with a fire activated ability. if you can't work in the regaining health bit, i think you could deal a bit more damage.
Could be, but this is going to be fire's supermassive card and I like it :P . It's not like this way makes absolutely no sense.

Wait, can I Rage Pot this until it reaches +100 dmg? (supposing I have a Red Nymph) Does Supermassive disallow you to target this creature with Rage Potion??
Because this card would turn every Rage Pot into a +6|toomuchhp creature, in a mono-element. I see it dangerous, but I may be wrong.
Not really overpowered IMO. Using rage potions as a damage increaser just isn't that great of a plan. Also, if you did, then one eruption would kill it.

Considering the sheer amount of quanta and turns that it requires to do such a combination, I wouldn't label it as outright OP. Nymph, Volcano, and the first rage pot use takes about 20 Fire quanta, which could have given you about 2 Dragons or 3+ Lava golems that are building up. It does have the theme of raging angels but in a mono, but it also has less diversity than raging angels does in cards accessed as well as in cost-effectiveness.



Also, note that even without the regeneration that as written it can erupt 'twice' consecutively. I'm not sure if this is intended.
Yes, you are supposed to be able to erupt 'twice' consecutively. It might not make total sense physically wise, but it makes the card more interesting. When you play it you automatically get one eruption unless the opponent has soft creature control. Then you get a second if they have zero creature control.

another note, supermassives and overdrive, better than titan!
Not quite. The gravity supermassive won't have any attack so it starts out worse than titan, and it's still a 3 card combo. Instead of animate, titan, and overdrive, you need the gravity supermassive, unstoppable, and overdrive. And at 50 health vs the gravity supermassive's health, there's no difference. Also, the gravity supermassive will cost more than a titan so overall using overdrive on these will be worse than on a titan or other high hp card (colossal dragon, or even elite charger, for instance).

31
Card Ideas and Art / Re: Skelesaurus | Skelesaurus
« on: November 30, 2011, 04:04:51 am »
Supermassive in not needed provided the hp and poison were recalibrated to 15hp and gaining 1 poison per turn.

Obviously a card effect is not a good fit with Supermassive if the card could be improved by removing Supermassive.
It wouldn't really be improved -- if it was recalibrated to that, who in their right minds would make a gravity duo to catapult it? Who would gravity force it? Who would use chimera with it and have it matter?

All the extra hp does is make it look cooler and more fun. Which is fine by me. A couple of the supermassive creatures will be like that -- creatures that could be scaled down, but it just wouldn't be as fun.

32
Forge Archive / Re: Dancing Blade | Dancing Blade
« on: November 29, 2011, 11:28:12 pm »
I like it as is; parrying only the weapon would mean the card needs to be buffed in some other way and then it gets more and more added on. It's simple this way and I like it.

33
Card Ideas and Art / Re: Skelesaurus | Skelesaurus
« on: November 29, 2011, 11:25:01 pm »
i like the bone wall upon death mechanic
i dislike the huge amount of hp, doesnt seem like this should have more hp than collosal dragon or even bone dragon, for that matter.
I was trying to think of something really big that's death themed for death's supermassive card. All I got was a skeletal dinosaur... Let's pretend that in the world of elements, dinosaurs are GIGANTIC :P.

34
Card Ideas and Art / Re: Skelesaurus | Skelesaurus
« on: November 29, 2011, 11:19:45 pm »
I think the rule is 1 active 1 pasive ability, so youre a bit out of luck with this one. still cool idea, cant wait to see the rest of your series
Ever heard of scarab?
The only restriction as far as I know is 1 active ability.
What's his second passive ability? If you're talking about Airborne, that's the exeption to the "rule" -not sure if it's a written rule-, but just because it would be awkward not to give 'Airborne' to a flying creature with another passive skill. The rule is basically "keep it simple", that's why 2 passives are not likely to happen. I guess it could be, but if there is another way with 1 active and 1 passive, it should be chosen.
Yes, airborne and swarm are both passive abilities. Thus, coding two+ passive abilities is entirely possible. And it's not necessarily complicated as long as they are easily understood abilities.

And another theme of the series is to emulate actual conditions; thus, bony and degrade. The reason many of these creatures will have extra passive abilities is to use up their health. None will have more than three (including supermassive and another that will occur with a couple: constant -- cannot be readied).

35
Card Ideas and Art / Volcanic Monster | Volcanic Beast
« on: November 29, 2011, 11:12:13 pm »
NAME:
Volcanic Monster
ELEMENT:
Fire
COST:
7 :fire
TYPE:
Creature
ATK|HP:
4 | 32
TEXT:
:fire :fire :fire  Eruption: Volcanic Monster takes 32 damage. Deal 4 damage to every other creature and 8 to opponent.
NAME:
Volcanic Beast
ELEMENT:
Fire
COST:
8 :fire
TYPE:
Creature
ATK|HP:
4 | 33
TEXT:
:fire :fire :fire  Eruption: Volcanic Beast takes 32 damage. Deal 4 damage to every other creature and 8 to opponent.
ART:
Sam Beebe - Creative Commons: http://en.wikipedia.org/wiki/File:Volc%C3%A1n_Chait%C3%A9n-Sam_Beebe-Ecotrust.jpg
IDEA:
PuppyChow
NOTES:
Originally from Supermassive series, now just high health.

Art isn't good; if in game, it should be more animalistic or hominid. As for why it's not an :earth creature with a :fire ability cost, think of what defines a volcano as a volcano. Is it the mountain around it? No; that's just a mountain. What defines and differentiates a volcano is that it's a FIREY mountain. The fire is the key part of a volcano.

It has a standing attack because it would theoretically have side shutes which always allow lava to flow.
SERIES:
High Health

36
Card Ideas and Art / Re: Skelesaurus | Skelesaurus
« on: November 29, 2011, 10:55:23 pm »
I think the rule is 1 active 1 pasive ability, so youre a bit out of luck with this one. still cool idea, cant wait to see the rest of your series
Ever heard of scarab?
The only restriction as far as I know is 1 active ability.

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