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Offline Higurashi

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg417911#msg417911
« Reply #828 on: October 30, 2011, 12:29:01 pm »
so why would i ever thumbs up a deck that is not my own ?
chat is down btw.
Why wouldn't you? You're basically giving the deck maker a small reward for being creative. Why give +rep on the forums?

And Chat is not down.
Because you get electrum, of course. It's weird only being able to rate decks you lose against though.
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Offline Jappert

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg417917#msg417917
« Reply #829 on: October 30, 2011, 12:53:50 pm »
Yeah I support being able to vote all decks you play against.

Being rewarded for building original and fun decks shouldn't be dependant of your deck winning.

Offline BluePriest

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg417925#msg417925
« Reply #830 on: October 30, 2011, 01:40:47 pm »
The Current System:
If you lose to a deck, then you have the option of rating it  + or -.
Rating it + gives it extra rating, which means it will stay in the arena longer.
Rating it - does nothing.

The reason, that I can see, that he has this system is that he doesn't need to have the thumbs down do anything except the normal function.
Meanwhile, you cant rate decks you win against because the you could easily rate + so that you face more decks that you won against.

I think SoS should do 25 dmg, destroy all non :death quanta, and destroy all of your none :death pillars/towers.
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Offline Elite arbiter

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg417933#msg417933
« Reply #831 on: October 30, 2011, 02:03:28 pm »
That doesn't solve the SoSa problem for the big two decks so far that use it.

Death Stall is... only death cards, possibly with water mark for And SPlat doesn't actually need to do anything once it gets its first hit in, so it doesn't care so much about those towers, although it'll hurt it slightly. However, this gave me an idea to actually balance it that could work, I would put it in the SoSa area but I 'just' posted there and I'm avoiding doubleposting.


Make it a Pump spell.

Base the hp cost on the amount of quanta you have upon playing it. Something like costing 80 hp as a base, but the more quanta absorbed the more the cost is reduced for that playing, down to a minimum of 20 or somesuch. A scaling effect would probably be best, meaning a 1:1 hp : quanta ratio until it goes down to 50 hp, then a 1:2 hp : quanta ratio from 50 down to 20. The ratios can be adjusted, my point is the system itself.

Death quanta  :death won't be absorbed but will count as 'being' absorbed, to give death that extra benefit still. So with full 75 death quanta you get to use 28 Hp SoSa's. But you had to do work to get your Death quanta that high. Also, this means that Shard of Conscience becomes a counter to SoSa! (And even 'one' helps drastically)
The purpose of this is to make SoSa take actual effort in between uses to use, or have a high start-up effort requirement. The only issue is making heavy Control Rainbows with many Quantum Towers not gain the full benefit each time, since they have easy access to that sheer amount of quanta generation, but an additional formula can be put in to make a diminishing effect for each additional element thrown into the mix if that becomes an actual problem, long as it calculates Death as highest priority.

Offline Rastafla

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg417958#msg417958
« Reply #832 on: October 30, 2011, 02:58:07 pm »
That doesn't solve the SoSa problem for the big two decks so far that use it.

Death Stall is... only death cards, possibly with water mark for And SPlat doesn't actually need to do anything once it gets its first hit in, so it doesn't care so much about those towers, although it'll hurt it slightly. However, this gave me an idea to actually balance it that could work, I would put it in the SoSa area but I 'just' posted there and I'm avoiding doubleposting.


Make it a Pump spell.

Base the hp cost on the amount of quanta you have upon playing it. Something like costing 80 hp as a base, but the more quanta absorbed the more the cost is reduced for that playing, down to a minimum of 20 or somesuch. A scaling effect would probably be best, meaning a 1:1 hp : quanta ratio until it goes down to 50 hp, then a 1:2 hp : quanta ratio from 50 down to 20. The ratios can be adjusted, my point is the system itself.

Death quanta  :death won't be absorbed but will count as 'being' absorbed, to give death that extra benefit still. So with full 75 death quanta you get to use 28 Hp SoSa's. But you had to do work to get your Death quanta that high. Also, this means that Shard of Conscience becomes a counter to SoSa! (And even 'one' helps drastically)
The purpose of this is to make SoSa take actual effort in between uses to use, or have a high start-up effort requirement. The only issue is making heavy Control Rainbows with many Quantum Towers not gain the full benefit each time, since they have easy access to that sheer amount of quanta generation, but an additional formula can be put in to make a diminishing effect for each additional element thrown into the mix if that becomes an actual problem, long as it calculates Death as highest priority.
Too complicated.

The problem is the immortality itself. Its works against too much.

Just make it work similarly to how voodoo dolls operate but in reverse. Only if you survived the hit you get healed (would still be killable from a really strong creatures or powered up bolts.) And/Or enable heal, stoneskin, miracle to be cast on the opponent.
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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg417962#msg417962
« Reply #833 on: October 30, 2011, 03:09:29 pm »
That doesn't solve the SoSa problem for the big two decks so far that use it.

Death Stall is... only death cards, possibly with water mark for And SPlat doesn't actually need to do anything once it gets its first hit in, so it doesn't care so much about those towers, although it'll hurt it slightly. However, this gave me an idea to actually balance it that could work, I would put it in the SoSa area but I 'just' posted there and I'm avoiding doubleposting.


Make it a Pump spell.

Base the hp cost on the amount of quanta you have upon playing it. Something like costing 80 hp as a base, but the more quanta absorbed the more the cost is reduced for that playing, down to a minimum of 20 or somesuch. A scaling effect would probably be best, meaning a 1:1 hp : quanta ratio until it goes down to 50 hp, then a 1:2 hp : quanta ratio from 50 down to 20. The ratios can be adjusted, my point is the system itself.

Death quanta  :death won't be absorbed but will count as 'being' absorbed, to give death that extra benefit still. So with full 75 death quanta you get to use 28 Hp SoSa's. But you had to do work to get your Death quanta that high. Also, this means that Shard of Conscience becomes a counter to SoSa! (And even 'one' helps drastically)
The purpose of this is to make SoSa take actual effort in between uses to use, or have a high start-up effort requirement. The only issue is making heavy Control Rainbows with many Quantum Towers not gain the full benefit each time, since they have easy access to that sheer amount of quanta generation, but an additional formula can be put in to make a diminishing effect for each additional element thrown into the mix if that becomes an actual problem, long as it calculates Death as highest priority.
Too complicated.

The problem is the immortality itself. Its works against too much.

Just make it work similarly to how voodoo dolls operate but in reverse. Only if you survived the hit you get healed (would still be killable from a really strong creatures or powered up bolts.) And/Or enable heal, stoneskin, miracle to be cast on the opponent.
Most of that was talk about balance. Its actually just "Lower hp cost based on quanta when played", and the formula is about as complicated as the catapult one. 1:1 efficiency from 80 to 50, 1:2 efficiency from 50 to 20.

Although that "only heal if survived" is a good idea as well. And I agree with heal, and possibly stoneskin being elemental targeting, but I'm not sure about Miracle for the casting on your opponent.

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg417967#msg417967
« Reply #834 on: October 30, 2011, 03:15:27 pm »
Well i lost against a deck in the arena.
thumb up and i might play against him again.
thumb down and i make it harder to find in the arena.
In both cases i got 5 electrum.

I'd rate always thumb down, so next time i will get an easier deck!

Offline Rastafla

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg417973#msg417973
« Reply #835 on: October 30, 2011, 03:30:12 pm »
Well i lost against a deck in the arena.
thumb up and i might play against him again.
thumb down and i make it harder to find in the arena.
In both cases i got 5 electrum.

I'd rate always thumb down, so next time i will get an easier deck!
If you follow that rule you should thumbs up decks that you just lost to due to bad startinghand/draw too shouldnt you?
Since the next time you should beat it given a normal draw.
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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg417980#msg417980
« Reply #836 on: October 30, 2011, 03:36:45 pm »
THUMBS UP if you liked this update :P :P :P

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg417994#msg417994
« Reply #837 on: October 30, 2011, 04:21:47 pm »
Rating system.

Original decks play and lose. They don't get the thumbs-up they should get for originality :(

Original decks still have to win games, which might be hard :(

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg418018#msg418018
« Reply #838 on: October 30, 2011, 04:51:14 pm »
I will thumb down only firestalls and grabo rushes. They are really really old.

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg418042#msg418042
« Reply #839 on: October 30, 2011, 05:50:33 pm »
Well i lost against a deck in the arena.
thumb up and i might play against him again.
thumb down and i make it harder to find in the arena.
In both cases i got 5 electrum.

I'd rate always thumb down, so next time i will get an easier deck!
If you follow that rule you should thumbs up decks that you just lost to due to bad startinghand/draw too shouldnt you?
Since the next time you should beat it given a normal draw.
You got my point!

 

blarg: