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Messages - Skillgannon (42)

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1
General Discussion / List of Elements veterans that still play
« on: March 09, 2010, 02:34:54 am »
Sorry about reopening this, but I just wanted to ask a question.

All these "veterans" your talking about... is anyone able to make a list of those that still play?  I assume I'm one of them now that I'm back to playing, but I can't really remember that many people from X months ago.

Anyone have a name of any veterans* who still play?
jmizzle7
Cisco
Scaredgirl (pretty sure you cam in at 1.14 right?  Can't really remember.  Just know that you made a big hit in the forums all of a sudden)
Azumi (Does he still play)
---- So many others.

*veteran = someone who played before 1.15 (what I'm considering it).

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Card Ideas and Art / HERO CARDS by Scaredgirl
« on: December 15, 2009, 10:10:02 pm »

First off... are you forgetting a card like... anubis? Well if you did... it makes a creature immortal.  Why would your heroes be basically impossible to kill?  How practical is it to have to have a decent percent of your deck used to kill one card and then how likely is it likely that you'll beat the odds and have those cards when you need it?  Again... they shouldn't be game breakers.  If you want to protect them come up with ways to do it.  Knock out your opponents quantam production, kill of his creatures, put him in a permanent reverse time, immortal your hero, etc.  There's plenty of ways to deal with it.  All you have to do is THINK about it.

3
Card Ideas and Art / HERO CARDS by Scaredgirl
« on: December 15, 2009, 10:10:02 pm »

First off... everyone's going to have towers if they have a "hero."  There would be a requirement to get a "hero" card and you'd have to expect that you'd have already started god farming by then.  Also, just because the cards cheap to kill one (a lot of them take MULTIPLE cards to kill them with my suggestions) doesn't mean you'll have it in your hand.  Also, if you have a hero in your start off hand you might hold back from playing anything until you can get him out fast.  Or you might play some creatures and hope they waste their spells on them.  See... strategy.

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Card Ideas and Art / HERO CARDS by Scaredgirl
« on: December 15, 2009, 10:10:02 pm »

Heroes SHOULD be able to die.  Your also not realizing how easy it is to get 20 quantams.  I can get that by turn 3.  So a hero out on turn 3... I'm pretty sure people won't be dealing 21 damage by turn 3 too.  Also, it's possible to immortal the hero, so it's not like they should be hard to kill.  While the ability is good the cards shouldn't make or break a game.  The fact that they CAN be killed by multiple decks makes them more fair.  A person who plays a lot can get a "hero," but that doesn't mean they should automatically become 3x better than they are.

Paradox... yes I noticed that.  How many people actually run paradox?  Not a lot of people use Entropy, so it's not like that's a huge deal.  Everyone seems to want to make the "Heroes" stronger, but they don't need to be.  They just need to be good.  You should have to worry about protecting them... not the opponent worrying about how they'll survive.

5
Gravity / Skillgannon's Speed Blitzing: Mono-Gravity
« on: December 15, 2009, 10:10:02 pm »

Ya, it wouldn't be mono anymore if you added Air cards.  Anyway, you'd need more titans for that.  I seldom draw 1, let alone 2, of my titans in there... so you'd need about 4 to make it worth it.

6
Entropy / Skillgannon's Speed Blitzing: Mono-Entropy
« on: December 15, 2009, 10:10:02 pm »

It depends.  2 mutations are more for PvP.  I think 6 improved is better for lvl 3 / T50 if your going to bother with that.

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Death / Skillgannon's Speed Blitzing: Mono-Death
« on: December 15, 2009, 10:10:02 pm »

No, there really isn't any quantam problems.  All of the cards are cheap... even the dragon :P.  I tested this deck out a lot (because it was fun).  I never got screwed quantam wise, so I don't really think it needs anymore.

8
Card Ideas and Art / HERO CARDS by Scaredgirl
« on: December 15, 2009, 10:10:01 pm »

why not lords? avatars just doesn't seem cool enough.or some other name

i think the heros you proposed were all good, except for the joker, which doesn't really have a good ability, i mean it'd be killer vs. mono-duo, like 9 devs at once, but you couldn't really use the quantums unless you were rainbow (and you would ordinary fight rainbow) which seems to be the opposite of the point of these cards.
Again... do you see any humans in Elements?  Lords and heroes just don't fit.  Gods fit because it has to do with power.  Avatars fit the game style.  If avatars doesn't work for you how about Legendary Beings (Spirits or whatever... doesn't matter), Ethereals, Phenomenons,  Essences, Shades, Wraiths, Apparitions,  Eidolons, Phantoms, Phantasms, Sprites, Specters, Sprites, Archfiends, Seraphs, etc.  I don't really care as long as it fits the theme.  It has to have some aspect of supernatural in it and it can't be blatantly connected to humans.

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Card Ideas and Art / HERO CARDS by Scaredgirl
« on: December 15, 2009, 10:10:01 pm »

Okay, nice idea.  I approve of this.  I've played another online strategy card game called urban_rivals and this hero idea is similar to the leaders they have.  It's a very successful game and people like the hero idea.  They make a lot of money to from their card packs... I have to admit I've probably spent about a $100 on that game.  The random card packs just made it too addictive.  I because rich fast... and so did they.

My problems with the cards:
1)  Overpowered
2)  The name (Heroes)

Now to address the first problem (Overpowered).  The cards cost doesn't negate the fact that they have insane power and life.  Most of the effects seem fine, but a person needs a chance to be able to kill the card.  That's why it would be useful for you to an anubis out to immortal it fast or something along those lines.  Blessing it a few times or adding a heavy armor too.  That way a person has to think more when building their new deck.  Instead of making everything revolve around the cool new ability they'll have to worry about keeping it alive too.  It also makes it less of a game breaker.  I think it depends on the type.  The air "hero" (I'll talk about that later, but I'll use this for now) shouldn't have a power or life rating.  I'll go through what I think about what I think of each of your cards.

Fire (Bazuul): 12/18.  20 fire quantams.  Way too weak and powerful at the same time.  Fire creatures have low life and high attack.  If it's stronger than the rest it should be more pumped up.  I think it should be a 20/8.  Still killable, but it makes sense.  Personally I don't like the ability.  It seems to flow a lot more into the magic arena.  Fire, in Elements, is more of an aggressive element.  Instead of your ability I think it should have   Inferno: +4/+0.  This card would still be great, but not too overpowered.  It could still be killed by multiple combinations and yet it's still worth it's cost.  You can combine fire and gravity for a little momentum action.  Think of a card that'll probably take two turns to kill which will do a guaranteed 21 damage first turn?  Pretty sick in my opinion.

Light (The Chosen One): 0/24.  20 light quantams.  This card is great in my opinion.  There's only one point I'd like to bring up.  My first point is that it has too much life.  I think it should be a 0/16 instead of a 0/24.  Now you might be thinking that is a huge drop, but not really.  You have to remember that light has Guardian Angels... which heal.  It'll still be hard to kill, but not impossible.  Other than that it's fine.  At first I was thinking it's ability should have a cost, but light isn't that strong anyway.  Many decks can kill the creatures while their getting strong.  If "The Chosen One" is left by himself than it's not a big deal what his ability does.

Time (The Clockmaster): 0/10.  20 time quantams.  Great card.  I have no problems with it being overpowered.  In fact I'd suggest it became a little stronger.  The ability is PERFECT, but I'd like to see some attack power.  I'd suggest it being a 3/10.

Entropy (The Joker): 10/16.  20 entropy quantams.  I like the idea of this ability, but honestly it wouldn't really be helpful in an Entropy deck.  I think it should have another ability.  Anarchy: Whenever this creature deals damage to an opponent the damage is taken from the opponents quantams randomly.  You then receive the same amount of random quantams as the amount taken from your opponent. I'd suggest it being a 9/12 also.

Earth (Rocky): 16/20.  20 earth quantams.  Okay, this guy is just a beast... and not in a good way.  He's FAR too overpowered.  Not only that, but it's obvious the ability came from MTG.  Taking other earth creatures as an example I would suggest this card being a 15/16.  The ability is too overpowered and screams MTG.  Also, it's a little debatable to say what's an air creature or not (a Spark floats right?).  For the ability I'd suggest this.  Aftershock: For every pillar or tower an opponent loses your opponent takes 5 damage.  Now this ability would be great for an Earth deck.  Poseidon and Earthquakes make this card deadly, but reasonable.

Darkness (Vampire Lord): 12/16.  20 darkness quantams.  I like the art on this card, good job on finding it Scaredgirl.  Great ability and I don't have any complaints for it... well instead of "loses" I'd suggest using the word "drains."  I'd suggest it started off weaker though.  It basically has growth already, so it would be problematic to kill for most decks.  I'd suggest it starting off as a 8/6.  That's double an upgraded Vampire.  It seems pretty fair to me.  Also, I'd suggest lowering the cost to only two darkness.  Being overpowered and underpowered matter.

Death (Zombie King): 10/18.  20 death quantams.  The ability is perfect.  It fits into the death flow and it's reasonable.  I'd only make one change.  Instead of "starting off" with an infection the Zombie King should get infected each turn.  You would even be able to keep the power and life as it is and it would still be pretty fair.  So basically every time is does a mass infection it gets infected too.

Gravity (The Machine): 5/50.  20 gravity quantams.  Besides the fact you put "you" instead of "your" this card is a bit overpowered.  I think the ability should be this.  Propulsion: All creatures on your field have momentum while The Machine is out on the field.  That way when it dies the momentum goes, but until then you rack up some serious damage.  You also get a wall of 50 damage as a shield.  I have no complaints about this cards power and life.

Air (Wyrm Queen): 8/16.  20 air quantams.  The ability is great.  I have nothing against it.  It makes mono-air actually put up a fight.  The power and life are a different story.  I'd suggest it being 12/9.  That's 3 times an Elite Wyrm, so that's more than fair.

Aether (Immortal King): 8/1. 20 aether quantams.  I'd suggest it cost one more aether quantam for the ability.  Other than that... no complaints.

All of these cards were good on your aspect, but they would all need different names.  I'm sure you just popped out an easy name for examples, but the name needs to fit Elements more.  Elements doesn't really have humans... so the names need to be different.  Also, I'm kind of debating whether they should all be 20 quantams to cast or if they should vary.  To make it more balanced of course.



Now to address the name.  This game is Elements... heroes don't really make since.  Heroes are a more human aspect and they're aren't really any humans in here.  I think a better name would be Avatars.  This goes a lot better with the flow of the game.  It also makes sense.

10
Rainbow Decks / Skillgannon's False God Deck
« on: December 15, 2009, 10:10:01 pm »

Well, I just got home from breakfast and I'm going to test out a tweak.  Already one game and it worked wonders... let's see if keeps doing that.

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Rainbow Decks / Skillgannon's False God Deck
« on: December 15, 2009, 10:10:01 pm »

I actually use the earth quantams more than you think.  A Protect Artifact is only 1 earth quantam and I don't need it.  A plate armor is also only 1 earth quantam.  A plate armor would be useful, but if I had to add another card I wouldn't add plate armor.  I use earth quantams for my Lava Destroyer (which I commonly TU), my Pulverizer, and if a mutant gets an ability that requires earth quantams.

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Rainbow Decks / Skillgannon's False God Deck
« on: December 15, 2009, 10:10:01 pm »

Ya, but it's not really worse than most other decks.  40 cards - 10 towers, 6 supernova.  It's a pretty normal ratio.  I'm only using 3 extra cards and two of those are hourglasses.  I do get some bad draws, but if I stick with it I usually pull out a win.  The 15-20% of losses comes from the times I can't pull out a win.  The only problem I get a lot is I tend not to get sundials as much as I'd like.

BTW someone on chat told me they beat their first god today using my deck without it being upgraded.  The first god he beat was Seism.

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