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Offline Captain Scibra

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1025439#msg1025439
« Reply #312 on: December 25, 2012, 04:47:22 am »
It obviously has to be Life.

TBH, Air could also enjoy something new after Sky Blitz. And Darkness.

Life would make the most use of a new card.  Water was first, and as you can see it is getting one.  To be fair, Darkness and Air each seems to be missing a strong soft synergy card (I know someone is going to jump out and scream a card that is simply not coming to mind), except for Flying Weapon, since it can fall under the description as typically a 'rare-based supplement card'.
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Offline majofa

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1025440#msg1025440
« Reply #313 on: December 25, 2012, 04:48:39 am »
I'd put the art in card form, but vrt said my laptop sucks and can't compress the art correctly. :p

Offline Drake_XIV

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1025441#msg1025441
« Reply #314 on: December 25, 2012, 04:49:34 am »
And here we stand in awe of our vrt.

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Offline moomoose

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1025442#msg1025442
« Reply #315 on: December 25, 2012, 04:57:10 am »
fairly accurate:
moose dont say moo.

Offline Drake_XIV

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1025443#msg1025443
« Reply #316 on: December 25, 2012, 04:59:25 am »
fairly accurate:
Spoiler for Hidden:

Seems legit

Offline Atico

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1025498#msg1025498
« Reply #317 on: December 25, 2012, 09:26:37 am »
I saw in Tapatalk that we have a discuss about 1.32 so I would also say something.

I didn't play this game since few months (sometimes I use Oracle for fun) and this patch is fantastic answer why this game is bad. It isn't good when new patch can destroy strategy and whole sense of few decks. I like patches with new cards (new cards are great), I like simple changes like this with Thunderstorm, but changing like Shards... Sorry, a lot of people talked few months ago that Shards should be elemental, non other. When we create Shards this fact was suggested by most of players. But ok, Zanz wanted non-elemental Shards so ability of this cards was maked for Other element. Now this decision is changed... Now a lot of Shards has got stupid ability, bad for their strategy. What is more - You nerf SoR (So it is 3rd type of SoR in a year - no comment) and buff SoP instead. So instead Instosis now we will see Fractal Sparks, fantastic. I guess that in patch 1.33 or 1.34 we will have nerf of SoP ;) Why this game can't be balanced? The best example of no-sense changes is with LightNymph - Was 9/9, later 1/9, now 7/9 :) It is like lottery, You have good deck - update - Your deck is unuseful. Sorry for this words, but I wanted to say something about this. This game has got fantastic potential, but some decisions are annoying for players and I understand them.

This game needs more cards and less "big decisions".

Offline eaglgenes101

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1025503#msg1025503
« Reply #318 on: December 25, 2012, 10:09:45 am »
Theres a good reason I say, "If it ain't broke, don't wreck it."
My opinion is, although some shards were op, their concept wasn't. Monoing them deprives the game of what shards offered: an easy way to splash an effect, whenever it be healing, mass boosting, or PC, into any deck that needs it.
« Last Edit: December 25, 2012, 10:24:40 am by eaglgenes101 »
My 3 game-modification principles:
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Offline deidmann

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1025506#msg1025506
« Reply #319 on: December 25, 2012, 10:37:12 am »
I would very much like mono decks worked just as good as a rainbow deck. Forcing me to use foreign elements to maximize a deck's efficiency causes neglect in individual cards of whatever element I am using right now.

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1025507#msg1025507
« Reply #320 on: December 25, 2012, 10:57:04 am »
Theres a good reason I say, "If it ain't broke, don't wreck it."
My opinion is, although some shards were op, their concept wasn't. Monoing them deprives the game of what shards offered: an easy way to splash an effect, whenever it be healing, mass boosting, or PC, into any deck that needs it.

Ditto this.  The SoR change Zanz is proposing would fix that card even if it were left in other.  Shards of sacrifice and focus would still need balancing, but the rest of them I think are largely fine as is.  The new gravity shard of focus is more balanced than it was, but by balancing it, the other shards are suffering by being removed from other.

Offline choongmyoung

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1025508#msg1025508
« Reply #321 on: December 25, 2012, 11:21:36 am »
Theres a good reason I say, "If it ain't broke, don't wreck it."
My opinion is, although some shards were op, their concept wasn't. Monoing them deprives the game of what shards offered: an easy way to splash an effect, whenever it be healing, mass boosting, or PC, into any deck that needs it.

Ditto this.  The SoR change Zanz is proposing would fix that card even if it were left in other.  Shards of sacrifice and focus would still need balancing, but the rest of them I think are largely fine as is.  The new gravity shard of focus is more balanced than it was, but by balancing it, the other shards are suffering by being removed from other.

So much true.
SoD was important because it is healing for any element. SoR was important because it could fit any duo to make it mono.
Circular Logic is true. Thus, Circular Logic is true.

Offline shileka

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1025515#msg1025515
« Reply #322 on: December 25, 2012, 12:41:27 pm »
Theres a good reason I say, "If it ain't broke, don't wreck it."
My opinion is, although some shards were op, their concept wasn't. Monoing them deprives the game of what shards offered: an easy way to splash an effect, whenever it be healing, mass boosting, or PC, into any deck that needs it.

i second that, but then again, it's a new challenge

Offline Assassine

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1025525#msg1025525
« Reply #323 on: December 25, 2012, 01:22:56 pm »
Shard of readiness will let a :time creature use its skill twice in a turn - just like before - but no more than twice, cost reduced to 3/2

does that mean instosis is now useless and i wasted a shitton of electrum building it? :(

 

blarg: