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bojengles77

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Re: Tick | Tock https://elementscommunity.org/forum/index.php?topic=6640.msg89484#msg89484
« Reply #36 on: June 12, 2010, 04:16:06 pm »
Adrenaline: Yep, it effects the turn count.  (Note: poisoned/adrenalined/zero attack creatures attack five times per turn).

Delayed/Frozen: As you'd expect, this effects only the active ability, Maintain, and not the passive ability that does damage when Tock dies.
These two are in contradiction, if adrenanline increases the turn count because of multiple actions then delayed|frozen has to prevent the turn count going up because tick|tock is are not getting an action.
But say a creature has a poison counter on him. Does adrenaline make this affect count more times? yes. When he is frozen, does the poison counter still count off? yes. So i see no problem with this, that explanation fits in perfectly with the current game. So if the creature comes into the game poisoned, adrenaline wouldn't make much sense without heal, since it would deal 5 damage per turn (unless you use adrenaline to bring out the damage by death).

Kael Hate

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Re: Tick | Tock https://elementscommunity.org/forum/index.php?topic=6640.msg89516#msg89516
« Reply #37 on: June 12, 2010, 04:41:55 pm »
Adrenaline: Yep, it effects the turn count.  (Note: poisoned/adrenalined/zero attack creatures attack five times per turn).

Delayed/Frozen: As you'd expect, this effects only the active ability, Maintain, and not the passive ability that does damage when Tock dies.
These two are in contradiction, if adrenanline increases the turn count because of multiple actions then delayed|frozen has to prevent the turn count going up because tick|tock is are not getting an action.
But say a creature has a poison counter on him. Does adrenaline make this affect count more times? yes. When he is frozen, does the poison counter still count off? yes. So i see no problem with this, that explanation fits in perfectly with the current game. So if the creature comes into the game poisoned, adrenaline wouldn't make much sense without heal, since it would deal 5 damage per turn (unless you use adrenaline to bring out the damage by death).
Lets make the Effect a status then. A Bauble that starts at 0 and gains 1 whenever the Tick|Tock takes a sequence. That way the Ability won't be prevented by frozen/delay and it will still increase with adrenaline. The Bauble could be a Starburst on the right side of the creature? It'll also be prominent to both players.

bojengles77

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Re: Tick | Tock https://elementscommunity.org/forum/index.php?topic=6640.msg89532#msg89532
« Reply #38 on: June 12, 2010, 04:59:35 pm »
Lets make the Effect a status then. A Bauble that starts at 0 and gains 1 whenever the Tick|Tock takes a sequence. That way the Ability won't be prevented by frozen/delay and it will still increase with adrenaline. The Bauble could be a Starburst on the right side of the creature? It'll also be prominent to both players.
That makes sense, if it's a counter then al the effects would work the same as a poison counter.

Ant-n-ero

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Re: Tick | Tock https://elementscommunity.org/forum/index.php?topic=6640.msg89694#msg89694
« Reply #39 on: June 12, 2010, 08:45:14 pm »
Lets make the Effect a status then. A Bauble that starts at 0 and gains 1 whenever the Tick|Tock takes a sequence. That way the Ability won't be prevented by frozen/delay and it will still increase with adrenaline. The Bauble could be a Starburst on the right side of the creature? It'll also be prominent to both players.
That makes sense, if it's a counter then al the effects would work the same as a poison counter.
have to be bottom right then - incase it's on a row where the top overlaps :/

Offline nilsieboy

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Re: Tick | Tock https://elementscommunity.org/forum/index.php?topic=6640.msg130199#msg130199
« Reply #40 on: August 03, 2010, 08:57:04 am »
this cards isn't op,it's just great ;D
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Offline vrt

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Re: Tick | Tock https://elementscommunity.org/forum/index.php?topic=6640.msg131046#msg131046
« Reply #41 on: August 04, 2010, 04:01:54 pm »


dumdumdum
So long and thanks for all the fish!

Kael Hate

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Re: Tick | Tock https://elementscommunity.org/forum/index.php?topic=6640.msg131075#msg131075
« Reply #42 on: August 04, 2010, 04:39:59 pm »


dumdumdum
*Hoping VRT likes Harmonic Pillar so it too can share in some of this great art.*

Offline Kuroaitou

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Re: Tick | Tock https://elementscommunity.org/forum/index.php?topic=6640.msg131518#msg131518
« Reply #43 on: August 05, 2010, 01:56:24 am »


dumdumdum
 :o :o :o :o :o :o Shut up.

...I will be truly blessed if this card makes it into the game. ^^;

UsernameLife

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Re: Tick | Tock https://elementscommunity.org/forum/index.php?topic=6640.msg132792#msg132792
« Reply #44 on: August 07, 2010, 02:25:00 am »
How about instead of making a new timer function, just have the text on the card read something like "...When Tick dies it deals 2*MaxHP damage to the opponent"?

This makes it pretty simple to word and also adds 2 damage to the card initially.

Offline Appawesome

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Re: Tick | Tock https://elementscommunity.org/forum/index.php?topic=6640.msg132798#msg132798
« Reply #45 on: August 07, 2010, 02:33:49 am »
How about instead of making a new timer function, just have the text on the card read something like "...When Tick dies it deals 2*MaxHP damage to the opponent"?

This makes it pretty simple to word and also adds 2 damage to the card initially.

4 damage you mean.



Tick+3 Basilic Blood+ 1 cremation= 124 Damage. OP.

guolin

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Re: Tick | Tock https://elementscommunity.org/forum/index.php?topic=6640.msg135197#msg135197
« Reply #46 on: August 10, 2010, 04:31:49 pm »


dumdumdum
That is beautiful...and a lot more fitting.

Kael Hate

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Re: Tick | Tock https://elementscommunity.org/forum/index.php?topic=6640.msg143782#msg143782
« Reply #47 on: August 22, 2010, 04:53:05 am »
Ok, we have awesome art by VRT assumingly offered to Zanz for free use.
We have a great idea accepted by the community enough to make the armoury.
How do we turn this into a perfect idea Zanz will want to port into the game?

Objectives -
Reduce the card text
Proove Maths wise that is fair
Show that it can be implemented in the game without variables or coding issues.

 

blarg: