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Offline Drake_XIV

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1025751#msg1025751
« Reply #360 on: December 26, 2012, 09:19:20 am »
bluepriest is right, no element is suposed to be "complete" and how could they? almost every card effect in elements can be explained in some way, a crusader is a knight, so it's logical that he can pick up a weapon and swing it, water creatures can breathe under water, so it's logical that they survive flooding, and to bring back the "fire should have healing" example, how are you suposed to explain healing wounds with an open flame? last time i checked you can only inflict wounds with fire

Just in defense of thematics, cauterization can be seen as a form of 'healing,' but only by burning away infected flesh.

However, you can't just go about completing Elements.  Because then there is no clear difference between them and destroys the purpose of even separating them.

But this is a separate conversation altogether.  This thread is just for the latest patch.

Offline shileka

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1025752#msg1025752
« Reply #361 on: December 26, 2012, 09:23:38 am »
bluepriest is right, no element is suposed to be "complete" and how could they? almost every card effect in elements can be explained in some way, a crusader is a knight, so it's logical that he can pick up a weapon and swing it, water creatures can breathe under water, so it's logical that they survive flooding, and to bring back the "fire should have healing" example, how are you suposed to explain healing wounds with an open flame? last time i checked you can only inflict wounds with fire

Just in defense of thematics, cauterization can be seen as a form of 'healing,' but only by burning away infected flesh.

However, you can't just go about completing Elements.  Because then there is no clear difference between them and destroys the purpose of even separating them.

But this is a separate conversation altogether.  This thread is just for the latest patch.

oh yeah, forgot that, thx, and yeah you're right, but i felt like i had to say something, not that many people pay atention to me
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Offline deidmann

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1025755#msg1025755
« Reply #362 on: December 26, 2012, 10:02:07 am »
I take it that new artwork for the Salvagers hasn't been implemented...yet.
Finding non-copyrighted art must be a non-easy task.

Offline The_Mormegil

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1025756#msg1025756
« Reply #363 on: December 26, 2012, 10:19:01 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.


Here. This is exactly why I love having in-element shards, and hated wholeheartedly colorless shards.

This game is Elements the Game. Having unique elements, each with its own characteristics is important. Shards dilute that concept, which is one of the strongest concepts in this game, and make sure each element is way less unique. Having healing for every element is NOT a good idea. In fact, it's a bad idea, for a slew of reasons. More on this is explained pretty well here.
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Offline pikachufan2164

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1025761#msg1025761
« Reply #364 on: December 26, 2012, 11:54:56 am »
I take it that new artwork for the Salvagers hasn't been implemented...yet.
Finding non-copyrighted art must be a non-easy task.
They're done, courtesy of vrt.
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Offline BluePriest

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1025782#msg1025782
« Reply #365 on: December 26, 2012, 03:32:03 pm »
I take it that new artwork for the Salvagers hasn't been implemented...yet.
Finding non-copyrighted art must be a non-easy task.
They're done, courtesy of vrt.

however this
Merry Christmas Everyone!
I am out of town for a few days but I'll be back January the 2nd.

So it will be a few days before they are technically implemented.

bluepriest is right, no element is suposed to be "complete" and how could they? almost every card effect in elements can be explained in some way, a crusader is a knight, so it's logical that he can pick up a weapon and swing it, water creatures can breathe under water, so it's logical that they survive flooding, and to bring back the "fire should have healing" example, how are you suposed to explain healing wounds with an open flame? last time i checked you can only inflict wounds with fire

Just in defense of thematics, cauterization can be seen as a form of 'healing,' but only by burning away infected flesh.

However, you can't just go about completing Elements.  Because then there is no clear difference between them and destroys the purpose of even separating them.

But this is a separate conversation altogether.  This thread is just for the latest patch.

oh yeah, forgot that, thx, and yeah you're right, but i felt like i had to say something, not that many people pay atention to me


Who said that? jkjk.
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Offline rosutosefi

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1025798#msg1025798
« Reply #366 on: December 26, 2012, 04:47:32 pm »
At first glance, I think SoI, SoR and SoSe will be somewhat underpowered, SoBe will need some kind of a nerf and Vampire art is too OP. But I don't know, too lazy to test.
Not so active.

Offline kimham8a

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1025810#msg1025810
« Reply #367 on: December 26, 2012, 05:11:12 pm »
SoSe won't be practical in decks we use. But it could fit well in Dream Catcher and arena decks with 3x :entropy mark.
Hey there

Offline sirwoofy

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1025834#msg1025834
« Reply #368 on: December 26, 2012, 07:19:42 pm »
i like the card additions. it will be fun to put them to use.

Offline iancudorinmarian

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1025860#msg1025860
« Reply #369 on: December 26, 2012, 08:33:58 pm »
SoSe won't be practical in decks we use. But it could fit well in Dream Catcher and arena decks with 3x :entropy mark.
you can still use 2-3 in any rainbow

Offline BluePriest

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1025897#msg1025897
« Reply #370 on: December 26, 2012, 11:55:57 pm »
SoSe won't be practical in decks we use. But it could fit well in Dream Catcher and arena decks with 3x :entropy mark.

Supernova is the advantage that :entropy has with this shard. It is one of the few elements that can stay purely mono and still get quanta from other elements.
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Offline Bonestorm

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1025924#msg1025924
« Reply #371 on: December 27, 2012, 02:04:08 am »
More love for the sick new art!

& I recall seeing that Dessication card long ago and admiring it!

 

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