Elements the Game Forum - Free Online Fantasy Card Game
Elements the Game => Game Suggestions and Feedback => Buff This Card! => Topic started by: Captain Scibra on January 26, 2013, 03:29:55 am
-
(http://elementscommunity.org/images/Cards/Upgrade.png)
Just a passing discussion in chat, but how several speculations about Armagio make it really clunky. First is the 1 ATK, when it is quite useless when the card is mostly for HP-based strategies anyways. Second, we can change the cost of the ability, such that it does not interfere with the card's many other non-GP synergies, but at the same time making it cost just as much to do it as it would now (excluding the change in attack). This would still rate second to Voodoo in cost for HP, but Gravity being the best at making use of the HP, can take the hit of it being more expensive as a mono synergy. Any thoughts?
-
Sorry, what exactly is the buff you suggest? I got the increase in ATK (which I don't agree with)...is the second thing a decrease in cost? From 1 to 0?
-
The card image is the proposed change.
For unupgraded armagio, that is -1 atk, -2 cost, +1 ability cost.
For upgraded, that is -2 atk, -2 cost.
-
I was involved in the discussion in chat earlier, and yes i agree with this.
-
Honestly, I think the dropped cost, plus the added ability cost, is plenty—no need to reduce the 1 damage.
-
cheap catapult-fuel?
I do feel like armagio is a little costy for the effect, though.
But this is over-buffed.
-
You mentioned "HP based strategies", I'll explain some more.
Why is Armagio so costly compare to Heal? It's because
- You can attack with Catapult or Overdrive.
- BB = 2|1 :earth for 20 heal.
The second one is quite important. However, if you use BB on it, it completely losses its attack.
Same with catapult. When you fling it, it losses its attack.
So Armagio's attack is useless unless you Overdrive it.
I minimally suggest that -1 cost -1 atk for Elite Armagio.
-
It feels strange to see this massive unit having no atk at all ::)
The way I'd change it: Leave the whole card as it is but lower it's unupped and upped costs by 1 :gravity. Done.
-
I think what the card really needs is a mass buff card like Nightfall for :gravity.
I guess SoP can do the trick.
I've not used the card a lot myself, but, it does seem fairly balanced to me. I would think it compares well to Heal most of the time if you net out the life.
-
As it is right now, 5 :gravity is too much. If you are using a Catapult combo, it already costs a good amount to use the Catapult and pull it out. I agree with -1 atk and -1 cost, just because I picture the Armagio as an unmoving unit that just sits there and takes hits.
-
I think it is bad design to have a card that needs additional cards to be viable.
I think it is suboptimal design to have a card that needs to use its activated ability or else provide no benefit at all.
Thus I think that it would be suboptimal to have a 0 attack armagio. However I do see the argument that the attack is less valuable than normal.
-
I think part of the issue about Armagio is that it invests a significant amount of resources for a defensive purpose too easily circumvented. Considering that Armagio must first be played for 5 :gravity, wait one turn and then use a further 1 :gravity in order to use its skill for a limited, proactive 25maxHP increase, one could argue that despite the card advantage and the fact that Armagio is proactive, the use of 2 Heals has more benefits due to the fact that it counters all reductions of HP, not just physical creature sources.
Armagio by itself is clearly a defensive tool in Gravity's arsenal but when used Catapult, another Gravity card, it is one of the element's best offenses. That said, we must also consider that Gravity as an element does not have cheap cards. Decreasing the cost could better balance it, however it might not be the most suitable fix for a Gravity card.
I think increasing the HP of Armagio by 5 and increasing the ATK of Elite Armagio to 3 might make for a more suitable fix. Armagio becomes more of a defensive and offensive threat while Elite Armagio becomes an attacker worth its price, and with adren, one which will make you think twice before sacrificing it.
-
I think it is bad design to have a card that needs additional cards to be viable.
I think it is suboptimal design to have a card that needs to use its activated ability or else provide no benefit at all.
Thus I think that it would be suboptimal to have a 0 attack armagio. However I do see the argument that the attack is less valuable than normal.
The statements can apply to other cards, and they tend to be very effective. Dune Scorpion and Steam Machine are, respectively, prime examples.
I think part of the issue about Armagio is that it invests a significant amount of resources for a defensive purpose too easily circumvented. Considering that Armagio must first be played for 5 :gravity, wait one turn and then use a further 1 :gravity in order to use its skill for a limited, proactive 25maxHP increase, one could argue that despite the card advantage and the fact that Armagio is proactive, the use of 2 Heals has more benefits due to the fact that it counters all reductions of HP, not just physical creature sources.
Armagio by itself is clearly a defensive tool in Gravity's arsenal but when used Catapult, another Gravity card, it is one of the element's best offenses. That said, we must also consider that Gravity as an element does not have cheap cards. Decreasing the cost could better balance it, however it might not be the most suitable fix for a Gravity card.
I think increasing the HP of Armagio by 5 and increasing the ATK of Elite Armagio to 3 might make for a more suitable fix. Armagio becomes more of a defensive and offensive threat while Elite Armagio becomes an attacker worth its price, and with adren, one which will make you think twice before sacrificing it.
I think it needs to be more defensive than it currently is. Otherwise, the Dragon feels forever alone.
-
I think part of the issue about Armagio is that it invests a significant amount of resources for a defensive purpose too easily circumvented. Considering that Armagio must first be played for 5 :gravity, wait one turn and then use a further 1 :gravity in order to use its skill for a limited, proactive 25maxHP increase, one could argue that despite the card advantage and the fact that Armagio is proactive, the use of 2 Heals has more benefits due to the fact that it counters all reductions of HP, not just physical creature sources.
Armagio by itself is clearly a defensive tool in Gravity's arsenal but when used Catapult, another Gravity card, it is one of the element's best offenses. That said, we must also consider that Gravity as an element does not have cheap cards. Decreasing the cost could better balance it, however it might not be the most suitable fix for a Gravity card.
I think increasing the HP of Armagio by 5 and increasing the ATK of Elite Armagio to 3 might make for a more suitable fix. Armagio becomes more of a defensive and offensive threat while Elite Armagio becomes an attacker worth its price, and with adren, one which will make you think twice before sacrificing it.
Just a small note: Gravity has creatures of all costs - cheap (Salvager, Fire Eater, Merc), mid-range (Armagio, Otyugh, Charger) and expensive (Dragon, Chimera). The common link is that they're generally ineffective attackers for their cost, most of which have a high HP to compensate.
-



There are 4 main reasons why I think armagio is unbalanced and underpowered:
1- its very overpriced
2- it does not block weapons
3- if you have a shield, it is not protected by it (unlike Heal, which gives health that is protected by shields)
4- it can be bypassed with poison, momentum and spell damage (again, unlike heal)
I am not saying that the latter 3 should be changed, as this would make it almost exactly like heal. What I am saying is that because of these disadvantages, it should be stronger.
Edit: removed the first sentance because of what Ginyu told me.
-
with that said, it does have a couple benefits
1. cata synergy
2. health can be buffed, making BB a lower cost heal.
these are outshined by other cards/strats however (VD, catatitans, SoFo GP)
Also, include card image, and a poll. as most others have done
-
Started poll and added picture. Thanks for that :D
-
3- if you have a shield, it is not protected by it (unlike Heal, which gives health that is protected by shields)
4- it can be bypassed with poison, momentum and spell damage (again, unlike heal)
I am not saying that the latter 3 should be changed, as this would make it almost exactly like heal.
I'm sorry, what are you talking about?
-
It's like when you have a Diamond Shield out, Heal lets you block the equivalent of 10 giant frog attacks instead of just 4. But armagio still dies to only 6 frog attacks regardless if you have a shield or not. So you can say that the effect of heal is somewhat strengthened by shields, but armagio's pull isn't. And you can heal off direct damage, so in a way you can still counter those with heal, but an armagio would just sit there being useless.
I think Armagio's pull cost should be removed. Or maybe it should even enter with gravity pull like Chimera. That would remove its synergy with Acceleration though.
-
First: I know captain scriba already made a topic for armagio, but that was for the outdated version. This is the updated version.
Just for correctness: There has never been another version of Armagio. The picture in Captain Scibra's thread was his version of how it shoud be, not an actual one.
As a :gravity lover, I tried a lot with Armagios trying to reach their full potential. The best thing I could build was - after the introduction of Catapult - a Mito-Armagio-deck with some Heals and later also with Overdrives. It could tank a lot, but had serious problems against rushes and poison. Other decks I tried to make competitive failed mostly by the high cost of these guys.
All in all, I think a cost reduction of 1 helps the most (and should be enough in my opinion). You might also drop it's skill cost, but please don't make it auto-pulling, because of - what has already been said - his lost synergies.
-
Perhaps if not more health, maybe a way for the (elite) armagio to turn its gravity pull off
-
4 :gravity dilgos would indeed make me happier. (*coff* oetg *coff*)
-
4 :gravity dilgos would indeed make me happier. (*coff* oetg *coff*)
It also blocks weapons ;)
-
Yeah, I would love to see Armagio be used more, it's so easy to make loopholes around it (ie. RT works too well with the high cost, Momentum, Poison, etc.) that it's one of the least used cards in the game.
-
i suggest
armagio
4 gravity quantum cost
atk 1
hp 30
gravity pull 0 gravity quantum cost