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Offline Hazardus10Topic starter

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Recoil Shield | Backfire Shield https://elementscommunity.org/forum/index.php?topic=47473.msg1048616#msg1048616
« on: March 06, 2013, 01:19:09 am »
NAME:
Recoil Shield
ELEMENT:
Gravity
COST:
6 :gravity
TYPE:
Permanent
ATK|HP:

TEXT:
Shield: If you take damage, your opponent has a 50% chance of taking 1+N damage. N=# of opponent creatures.
NAME:
Backfire Shield
ELEMENT:
Gravity
COST:
7 :gravity
TYPE:
Permanent
ATK|HP:

TEXT:
Shield: If you take damage, your opponent has a 50% chance of taking 3+N damage. N=# of opponent creatures.

ART:
OdinVangaurd + Bryce7 (Program)
IDEA:
Hazardus10
NOTES:
Big Thanks to OdinVanguard and Bryce7 (Program) for the artwork!

Damage dealt at end of any turn you take damage. Not stackable. Shield.
SERIES:




Old Version 2:

Spoiler for Hidden:
NAME:
Recoil
ELEMENT:
Gravity
COST:
6 :gravity
TYPE:
Permanent
ATK|HP:

TEXT:
Shield: If you take damage, your opponent has a 50% chance of taking 1+N damage. N=# of opponent creatures.
NAME:
Backfire
ELEMENT:
Gravity
COST:
7 :gravity
TYPE:
Permanent
ATK|HP:

TEXT:
Shield: If you take damage, your opponent has a 50% chance of taking 3+N damage. N=# of opponent creatures.

ART:

IDEA:
Hazardus10
NOTES:

SERIES:




Old:

Spoiler for Hidden:
NAME:
Recoil
ELEMENT:
Death
COST:
6 :death
TYPE:
Permanent
ATK|HP:

TEXT:
Every time you take damage, your opponent takes 1 + N damage.  N = Creature on field.
NAME:
Backfire
ELEMENT:
Death
COST:
8 :death
TYPE:
Permanent
ATK|HP:

TEXT:
Every time you take damage, your opponent takes 3 + N damage.  N = Creatures on field.

ART:

[/b]
IDEA:
Hazardus10
NOTES:

SERIES:


Old Version:

Spoiler for Hidden:
NAME:
Recoil
ELEMENT:
Death
COST:
6 :death
TYPE:
Permanent
ATK|HP:

TEXT:
Opponent recieve recoil damage, which is equal to 15% of total damage done.
NAME:
Backfire
ELEMENT:
Death
COST:
8 :death
TYPE:
Permanent
ATK|HP:

TEXT:
Opponent recieve recoil damage, which is equal to 30% of total damage done.

ART:

IDEA:
Hazardus10
NOTES:
Still card is not a shield and does not stack.
SERIES:



Cards effects do not stack.  The damage is physical damage not spell damage.
« Last Edit: April 14, 2013, 03:28:59 am by Annele »
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Offline Drake_XIV

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Re: Recoil | Backfire https://elementscommunity.org/forum/index.php?topic=47473.msg1048621#msg1048621
« Reply #1 on: March 06, 2013, 01:27:27 am »
Code: [Select]
Your opponent takes a fraction of the damage you take.
15% is just too small since the biggest value it will even be considered would be 7ATT, since the game rounds down.  And that's just 1 damage.

15% would only make any sense if it stacked.

Why not a set value?

Code: [Select]
Every time you take damage, your opponent takes 1 damage.
« Last Edit: March 06, 2013, 01:29:02 am by Drake_XIV »

Offline Hazardus10Topic starter

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Re: Recoil | Backfire https://elementscommunity.org/forum/index.php?topic=47473.msg1048624#msg1048624
« Reply #2 on: March 06, 2013, 01:30:36 am »
Code: [Select]
Your opponent takes a fraction of the damage you take.
15% is just too small since the biggest value it will even be considered would be 7ATT, since the game rounds down.  And that's just 1 damage.

15% would only make any sense if it stacked.

Why not a set value?

Code: [Select]
Every time you take damage, your opponent takes 1 damage.

Great Idea, Ill get on it!
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Offline Hazardus10Topic starter

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Re: Recoil | Backfire https://elementscommunity.org/forum/index.php?topic=47473.msg1048626#msg1048626
« Reply #3 on: March 06, 2013, 01:35:11 am »
Updated
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Offline Raptor6789

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Re: Recoil | Backfire https://elementscommunity.org/forum/index.php?topic=47473.msg1048641#msg1048641
« Reply #4 on: March 06, 2013, 02:18:45 am »
The damage inflicted on the opponent just seems too much, no matter what the cost. Rather than making it dependent on the number of creatures, I recommend setting it at 1 damage for unupped and upped. That way, stacking doesn't get too powerful.
This is also a pretty good hard counter to adrenaline, and it enforces the Life/Death antagonism.
Also, is the recoil damage considered spell damage?

Offline Hazardus10Topic starter

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Re: Recoil | Backfire https://elementscommunity.org/forum/index.php?topic=47473.msg1048643#msg1048643
« Reply #5 on: March 06, 2013, 02:27:14 am »
The damage inflicted on the opponent just seems too much, no matter what the cost. Rather than making it dependent on the number of creatures, I recommend setting it at 1 damage for unupped and upped. That way, stacking doesn't get too powerful.
This is also a pretty good hard counter to adrenaline, and it enforces the Life/Death antagonism.
Also, is the recoil damage considered spell damage?

Recoil, cannot be stacked, also it is physical damage.  So shield such as hope, and phase shield will prevent damage.
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Offline OdinVanguard

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Re: Recoil | Backfire https://elementscommunity.org/forum/index.php?topic=47473.msg1048658#msg1048658
« Reply #6 on: March 06, 2013, 02:52:05 am »
The damage inflicted on the opponent just seems too much, no matter what the cost. Rather than making it dependent on the number of creatures, I recommend setting it at 1 damage for unupped and upped. That way, stacking doesn't get too powerful.
This is also a pretty good hard counter to adrenaline, and it enforces the Life/Death antagonism.
Also, is the recoil damage considered spell damage?

Some other options:
1) Make it only trigger once at the end of any turn you take damage (then stacking may be ok since it simply mirrors empathic bond)

2) Make it a % chance to trigger when you take damage (this is probably better off as a shield then)

3) Limit it to non-physical damage. (which would be quite unique)

At any rate, its needs to be tonned down in some way since it seems quite OP right now.

I do find death an odd choice... I would have thought it would fit under :gravity or maybe :light or :fire more.

All that aside, I like the overall idea. Once you get it more balanced, it could have some very interesting possibilities.

One last idea that would make it more :death themed would be to have it trigger when the opponent recieves healing... It may still need to be toned down some, but it would provide a seriously potent anti-Heal mechanic.
« Last Edit: March 06, 2013, 02:53:42 am by OdinVanguard »
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Offline Hazardus10Topic starter

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Re: Recoil | Backfire https://elementscommunity.org/forum/index.php?topic=47473.msg1048663#msg1048663
« Reply #7 on: March 06, 2013, 03:03:23 am »
The damage inflicted on the opponent just seems too much, no matter what the cost. Rather than making it dependent on the number of creatures, I recommend setting it at 1 damage for unupped and upped. That way, stacking doesn't get too powerful.
This is also a pretty good hard counter to adrenaline, and it enforces the Life/Death antagonism.
Also, is the recoil damage considered spell damage?

Some other options:
1) Make it only trigger once at the end of any turn you take damage (then stacking may be ok since it simply mirrors empathic bond)

2) Make it a % chance to trigger when you take damage (this is probably better off as a shield then)

3) Limit it to non-physical damage. (which would be quite unique)

At any rate, its needs to be tonned down in some way since it seems quite OP right now.

I do find death an odd choice... I would have thought it would fit under :gravity or maybe :light or :fire more.

All that aside, I like the overall idea. Once you get it more balanced, it could have some very interesting possibilities.

One last idea that would make it more :death themed would be to have it trigger when the opponent recieves healing... It may still need to be toned down some, but it would provide a seriously potent anti-Heal mechanic.

Changed it to gravity instead.  Modified it hope you like the adjustments :)
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Offline OdinVanguard

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Re: Recoil | Backfire https://elementscommunity.org/forum/index.php?topic=47473.msg1048683#msg1048683
« Reply #8 on: March 06, 2013, 03:33:16 am »
That seems much better... Actually its pretty sweet I think.

Changing the N to be only opponent's creatures gives a very good counter balance. It means that, for the most part, the opponent will only start recieving heavy damage if they resort to swarm like tactics.

Furthermore, it provides gravity with an indirect mass CC which is something it currently lacks, but does so in a unique manner.

My only critique is that it would be better off as a shield if you intend for it not to stack.
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Re: Recoil | Backfire https://elementscommunity.org/forum/index.php?topic=47473.msg1048689#msg1048689
« Reply #9 on: March 06, 2013, 03:41:15 am »
That seems much better... Actually its pretty sweet I think.

Changing the N to be only opponent's creatures gives a very good counter balance. It means that, for the most part, the opponent will only start recieving heavy damage if they resort to swarm like tactics.

Furthermore, it provides gravity with an indirect mass CC which is something it currently lacks, but does so in a unique manner.

My only critique is that it would be better off as a shield if you intend for it not to stack.

I stated Shield in post above xD
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Re: Recoil | Backfire https://elementscommunity.org/forum/index.php?topic=47473.msg1048692#msg1048692
« Reply #10 on: March 06, 2013, 03:46:34 am »
The card has to explicitly state that it is a shield. See:

The card is a pretty sweet mechanic, but I think it still needs some tweaking. If you think about it, anything with more than 5 creatures will take a significant amount of damage in the grand scheme of things. A reduction in the amount of damage the opponent takes I think would be a good thing.
« Last Edit: March 06, 2013, 03:49:37 am by whatifidogetcaught? »
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Re: Recoil | Backfire https://elementscommunity.org/forum/index.php?topic=47473.msg1048693#msg1048693
« Reply #11 on: March 06, 2013, 03:47:11 am »
The card has to explicitly state that it is a shield. See:

Ahh ok I will do.
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anything
blarg: