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Offline kimham8a

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1024159#msg1024159
« Reply #180 on: December 21, 2012, 02:40:02 am »
Why no buff to merc, antlion, and plate armor? Ah well, almost any update is a good one. Also any mention of trials?
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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1024163#msg1024163
« Reply #181 on: December 21, 2012, 02:48:45 am »
I'm having a hard time bringing myself to like either of the Salvagers right now. 

I don't feel like Graviton Salvager brings anything to Gravity that it really needs; I could really only see it protecting your Catapults and Titan which aren't Gravity's biggest concerns by far.

Phase Salvager on the other hand is practically too useful.  Not only can this card negate one of the counters to the most powerful shield in the game, but it's also in the same Element as Quintessence to make removing Dimensional Shield's protection nigh impossible.  It also allows the user to run Pillars with an Earth mark without needing to worry about EQs disrupting quanta by a significant amount because the Salvager can bring those Pillars back.  So that's two of Aether's biggest counters reduced by a fair amount.  This is going in the opposite direction than most agree was needed or wanted.

I like the concept and design of both of the cards, I just don't think that this is the right time to add them; I would not feel this way had SoFo not just gotten the nerfbat, though.  I also think that there are other elements that would benefit much more from having this kind of mechanic added to their repertoire, one of those being Life ironically (especially now that SoG is actually a Life card).
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Offline Annele

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1024164#msg1024164
« Reply #182 on: December 21, 2012, 02:53:15 am »
I'm having a hard time bringing myself to like either of the Salvagers right now. 

I don't feel like Graviton Salvager brings anything to Gravity that it really needs; I could really only see it protecting your Catapults and Titan which aren't Gravity's biggest concerns by far.

Phase Salvager on the other hand is practically too useful.  Not only can this card negate one of the counters to the most powerful shield in the game, but it's also in the same Element as Quintessence to make removing Dimensional Shield's protection nigh impossible.  It also allows the user to run Pillars with an Earth mark without needing to worry about EQs disrupting quanta by a significant amount because the Salvager can bring those Pillars back.  So that's two of Aether's biggest counters reduced by a fair amount.  This is going in the opposite direction than most agree was needed or wanted.

I like the concept and design of both of the cards, I just don't think that this is the right time to add them; I would not feel this way had SoFo not just gotten the nerfbat, though.  I also think that there are other elements that would benefit much more from having this kind of mechanic added to their repertoire, one of those being Life ironically (especially now that SoG is actually a Life card).

This. There are lots of cards in the Armoury that the game would benefit more from, imo.
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Offline ZephyrPhantom

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1024172#msg1024172
« Reply #183 on: December 21, 2012, 03:20:07 am »
I agree that despite thematic coolness, the salvagers are in the wrong place at possibly the wrong time.

Phase Salvager easily replaces PA in an Aether/Earth stall by giving a free 2/2 body along with the innate 'PA' - if your shield is destroyed, just salvage it back for :earth like nothing ever happened. It doesn't help that the one of the best shields in the game is in the same element.

Graviton Salvager has no relevance to it's element and is easily outclassed by its Aether counterpart on just about everything except for being a 1-drop as opposed to a 2-drop (which doesn't really make a difference since Phase actually deals damage.)

I think Graviton Salvager should be removed/overhauled into something much more useful instead of sticking with a mechanic it just won't well with (alternatively, it could be elementshifted as will suggested). Phase could be easily fixed by making the casting costs for it more expensive (I see a 3 :aether 2 | 2 :earth :earth Salvage as a step in the right direction.)

The mass shard change is beginning to feel a little thoughtless and doesn't necessarily solve every problem (for example, Instosis is still Instosis, and SoSac basically just doesn't mess up a mulligan anymore.). I think it would be wise to break the thematic unity of the shards a bit and have some cost :rainbow while others cost element, depending on what fits better. (For example, SoV could probably cost :rainbow without too big of a change and SoD should just give ~20-24 Max HP consistently since it is now :light only.)
« Last Edit: December 21, 2012, 03:22:07 am by Zblader »

Offline Cunning_Wish

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1024188#msg1024188
« Reply #184 on: December 21, 2012, 04:36:48 am »
I don't really like New salvager
Especially one of them is  :aether
it will make Phase Shield neraly Invincible

we always need some PC in our deck to destory sth. horrible, but if opponent can repair , we'll lose fun.
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Offline ddevans96

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1024192#msg1024192
« Reply #185 on: December 21, 2012, 04:53:21 am »
Phase Salvager easily replaces PA in an Aether/Earth stall by giving a free 2/2 body along with the innate 'PA' - if your shield is destroyed, just salvage it back for :earth like nothing ever happened.

This is much weaker than PA in aether-earth dim stalls stalls - vulnerable to more control cards, unless you quint it, which increases card space, and more importantly, the shield is still destroyed, whereas it can't be with PA. This is huge, because every time the shield is destroyed, you take damage.

I don't disagree with the rest of your post, though.
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Offline zanzarinoTopic starter

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1024201#msg1024201
« Reply #186 on: December 21, 2012, 05:34:20 am »
Updated OP:

A few new balance changes for SoR, SoW and Thunderstorm

Offline Elbirn

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1024204#msg1024204
« Reply #187 on: December 21, 2012, 05:41:16 am »
SoW definitely needs a cost increase methinks. +4 attack to any creature for 1 :aether? Yikes.
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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1024205#msg1024205
« Reply #188 on: December 21, 2012, 05:42:49 am »
SoW definitely needs a cost increase methinks. +4 attack to any creature for 1 :aether? Yikes.

:aether

Offline Elbirn

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1024206#msg1024206
« Reply #189 on: December 21, 2012, 05:44:54 am »
...I apologize good sir, didn't read the fine print. Carry on. :P
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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1024207#msg1024207
« Reply #190 on: December 21, 2012, 05:45:31 am »
Zanz, I don't want to bug you, but you should enter chat if you have the time. I think most of chat would love to talk to you :3
« Last Edit: December 21, 2012, 05:47:36 am by ddevans96 »
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Offline eaglgenes101

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1024208#msg1024208
« Reply #191 on: December 21, 2012, 05:46:21 am »
Still, SoW is more blatant in its OPness than Sundial used to be. Think blessing with def exchanged for ATK, the ability to stick it on immortals for spell damage, and 1 less cost.
« Last Edit: December 21, 2012, 06:03:39 am by eaglgenes101 »
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