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Arondight

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Re: Necromancer | Abyssal Necromancer https://elementscommunity.org/forum/index.php?topic=5353.msg111276#msg111276
« Reply #36 on: July 09, 2010, 09:31:31 pm »
I wouldn't say it's an "easy swarmer" because The max you can have out is 3 (With one Necromancer) before one dies. I like this change and I agree it's an improvement.

Offline ratcharmer

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Re: Necromancer | Abyssal Necromancer https://elementscommunity.org/forum/index.php?topic=5353.msg111300#msg111300
« Reply #37 on: July 09, 2010, 10:04:12 pm »
I wouldn't say it's an "easy swarmer" because The max you can have out is 3 (With one Necromancer) before one dies. I like this change and I agree it's an improvement.
If they deal damage each turn the life gain keeps up with the poison, so it's possible for 1 necromancer to fill the entire field with these, depending on you opponents shield.

Thinking about it though, they would be vulnerable to enough shields that I think it'd be fine if flood didn't kill them.

ScytherLoL

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Re: Necromancer | Abyssal Necromancer https://elementscommunity.org/forum/index.php?topic=5353.msg113136#msg113136
« Reply #38 on: July 12, 2010, 11:05:31 pm »
Yes I understand it becomes immune to flooding but the main thing was it becoming immune to Eclipse and Nightfall as those would make these quite a bit stronger (ie Ghoul becomes 4|2)

Thanks

Scyther

Re: Necromancer | Abyssal Necromancer https://elementscommunity.org/forum/index.php?topic=5353.msg113374#msg113374
« Reply #39 on: July 13, 2010, 06:32:11 am »
you should do it,death needs something that isn't poison+the art is cool

Arondight

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Re: Necromancer | Abyssal Necromancer https://elementscommunity.org/forum/index.php?topic=5353.msg113429#msg113429
« Reply #40 on: July 13, 2010, 11:07:08 am »
I wouldn't say it's an "easy swarmer" because The max you can have out is 3 (With one Necromancer) before one dies. I like this change and I agree it's an improvement.
If they deal damage each turn the life gain keeps up with the poison, so it's possible for 1 necromancer to fill the entire field with these, depending on you opponents shield.

Thinking about it though, they would be vulnerable to enough shields that I think it'd be fine if flood didn't kill them.
Isn't it too much trouble to go through that, though? All to preserve a 3/1 or 3/2 creature? I don't think that's easy or conventional.  :-X

Offline ratcharmer

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Re: Necromancer | Abyssal Necromancer https://elementscommunity.org/forum/index.php?topic=5353.msg113476#msg113476
« Reply #41 on: July 13, 2010, 01:52:31 pm »
@Arondight: I don't think it's so much a matter of what you could do to preserve the ghouls as things your opponent could do to get rid of them. I also think we're both in agreement that we like the change, and most of the rest is just semantics.

@ScytherLoL: Has there been any discussion of how adrenaline would affect the ghouls? I feel like its important to establish that for creatures that have special effects when attacking.

ScytherLoL

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Re: Necromancer | Abyssal Necromancer https://elementscommunity.org/forum/index.php?topic=5353.msg113852#msg113852
« Reply #42 on: July 13, 2010, 09:44:43 pm »
I am not 100% on how Adrenaline will effect it and what way to best manage that:

Adrenaline causes Ghoul to attack 4 times therfore gains 4 Hp and takes 4 Quanta from the opposition (providing it hits on every attack). This seems to be the status quo at the moment.

Ways to avoid this:

 1. Make Ghoul a 21 Attack creature...jk...
 2. Ghouls ability is only activated on the first successful attack (ie which ever one of the 4 hits)
 3. The poison impacts him on each attack (I think this is the way it would work anyway)

So I would hazard a guess that Ghoul with adrenaline would do as follows:

AttacksAttackAbilityQuantaPoisonResult
12 DamageGain 1 HpRandom QuantaPoison -1 Hp2|1
22 DamageGain 1 HpRandom QuantaPoison -1 Hp2|1
32 DamageGain 1 HpRandom QuantaPoison -1 Hp2|1
42 DamgeGain 1 HpRandom QuantaPoison -1 Hp2|1
So it would inflict 8 damage, remove 4 Random Quanta and be returned to 2|1 at the end of the turn taking into account it hits on everyturn. That seems to be the way it would work now.

I propose instead:

AttacksAttackAbilityQuantaPoisonResult
12 DamageGain 1 HpRandom QuantaPoison -1 Hp2|1
22 DamageGain 0 HpNo Random QuantaPoison -1 Hp2|0
So it would inflict 4 Damage, remove 2 Random Quanta and die at the end of the second turn as the ability is only activated on the first attack. This means if Ghould misses the first attack and is at 2|1 it would definately die.

Does this seem like a good idea for Adrenaline use on Ghoul?

Thanks

Scyther

Arondight

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Re: Necromancer | Abyssal Necromancer https://elementscommunity.org/forum/index.php?topic=5353.msg113875#msg113875
« Reply #43 on: July 13, 2010, 10:37:14 pm »
Poison would damage the Ghoul on each attack, so I don't think Adrenaline would matter much.

Offline ratcharmer

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Re: Necromancer | Abyssal Necromancer https://elementscommunity.org/forum/index.php?topic=5353.msg113953#msg113953
« Reply #44 on: July 14, 2010, 12:50:03 am »
Okay, I hadn't realized poison hit multiple times per turn with adrenaline.

I think it balances then. The ghoul would drain more quanta, but he'd be more vulnerable to shields etc.

silux

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Re: Necromancer | Abyssal Necromancer https://elementscommunity.org/forum/index.php?topic=5353.msg145458#msg145458
« Reply #45 on: August 24, 2010, 11:35:50 am »
I admire Schyter for his politeness!

I quote kael hate saying 'Why don't skeletons instead of ghouls?'
If the point is creating ghouls...
–noun
1.
an evil demon, originally of Oriental legend, supposed to feed on human beings, and especially to rob graves, prey on corpses, etc.
2.
a grave robber.
3.
a person who revels in what is revolting.



GuriSeboso

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Re: Necromancer | Abyssal Necromancer https://elementscommunity.org/forum/index.php?topic=5353.msg152879#msg152879
« Reply #46 on: September 06, 2010, 12:12:17 am »
1. Make Ghoul a 2|1 Attack creature...jk...
 2. Ghouls ability is only activated on the first successful attack (ie which ever one of the 4 hits)
 3. The poison impacts him on each attack (I think this is the way it would work anyway)

So I would hazard a guess that Ghoul with adrenaline would do as follows:

AttacksAttackAbilityQuantaPoisonResult
12 DamageGain 1 HpRandom QuantaPoison -1 Hp2|1
22 DamageGain 1 HpRandom QuantaPoison -1 Hp2|1
32 DamageGain 1 HpRandom QuantaPoison -1 Hp2|1
42 DamageGain 1 HpRandom QuantaPoison -1 Hp2|1
So it would inflict 8 damage, remove 4 Random Quanta and be returned to 2|1 at the end of the turn taking into account it hits on everyturn. That seems to be the way it would work now.

I propose instead:

AttacksAttackAbilityQuantaPoisonResult
12 DamageGain 1 HpRandom QuantaPoison -1 Hp2|1
22 DamageGain 0 HpNo Random QuantaPoison -1 Hp2|0
So it would inflict 4 Damage, remove 2 Random Quanta and die at the end of the second turn as the ability is only activated on the first attack. This means if Ghould misses the first attack and is at 2|1 it would definately die.

Does this seem like a good idea for Adrenaline use on Ghoul?

Thanks

Scyther
I'll go on parts:

 1- Making it 2|1 is a nice way to nerf the Ghoul; it would be stopped by Titanium Shield. The same way, Elite Ghoul with 3|2 is stopped by Diamond Shield (but won't die on first attack).
 2- This would mean to nerf the Ghoul too much. =/ The Firefly is a creature that won't die after the second attack (except against Fire Shield, lol), and its ability of add light quanta powers the FFQ combo a lot (i.e. Rustlers/Hope). So what's the point of making this Ghoul so weak?
 3- It's not needed to add this comment. Adrenaline is highly countered by infection/plague, since it's already counting on each attack, which makes infected creatures die really fast.

What I would add as a comment is this:
 - Just as Forest Scorpion / Dune Scorpion / Deathstalker with their Poison attacks, the Ghoul quanta drain doesn't work twice when adrenalined (at the first and third attacks).
 - But, just like the infection counter, Ghoul's healing counts on each attack, and this way it will stay alive if not stopped by any Shield.

Anyway, congratulations for the great job with the Necromancer / Ghoul cards and for paying attention to all comments. Your cards will be seen in-game, for sure. ^^

Re: Necromancer | Abyssal Necromancer https://elementscommunity.org/forum/index.php?topic=5353.msg175384#msg175384
« Reply #47 on: October 13, 2010, 03:04:53 am »
Necromancer+Fractal Ghouls+Eclipse= PUTS DECAY OUT OF BUSINESS.

 

anything
blarg: