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QuantumT

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Re: Chimera https://elementscommunity.org/forum/index.php?topic=18968.msg192414#msg192414
« Reply #48 on: November 03, 2010, 06:37:00 pm »
Mid-game card, not late game. Mid game, and i think its rather fine. And you do want three, because you must think about this mathematically. You don't need to draw it in the early game, but you do need it in the mid-game. And three cards is the ideal number for drawing at least one by the mid-game.
The reason I say one is that while 1 may be nice, any more that are drawn will almost always be dead cards.

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Take the Steam Engine/Chimera strategy. You start your early game placing down one steam machine, making use of ice shield for a defense. Build it up until you can afford the chimera, as soon as you can, use the chimera keeping their high attack power. Play another engine, gravity pull it. If possible play a third and build it up.

The high HP of the steam machines make them ideal.
What does Chimera do for the steam machine that momentum doesn't? Playing Chimera on it makes the creature you've spent a decent amount of time building up vulnerable to every creature the opponent has, lobotomizes it, and costs way more.

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Without the gravity pull, it would be quite overpowered. If you feel it is up, give it a ten hp boost.
It might be too strong without gravity pull, but my suggestion is to make it immortal. Right now there's just too many cards that trade a ton of cards for one with chimera.

Or to reference what you said in the discord thread, Chimera has too many hard counters. Reverse time is a completely hard counter, and antimatter, mutation, freeze and basilisk blood are pretty close.

doomeister

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Re: Chimera https://elementscommunity.org/forum/index.php?topic=18968.msg192455#msg192455
« Reply #49 on: November 03, 2010, 07:29:05 pm »
From what I can tell from reading this thread the only point of the chimera cards existence is to finish of an already weakened opponent, but only if you already have lots of creatures out and he has a shield blocking most the damage- because otherwise you would win anyway.
And you have to make sure you kill him in one hit otherwise he might freeze, reverse time, antimatter, basilisk blood or kill it through the gravity pull effect and then you have lost all your creatures.
I think making it immortal or giving it some stat boost is the only way to make it competitive.

Demut

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Re: Chimera https://elementscommunity.org/forum/index.php?topic=18968.msg192482#msg192482
« Reply #50 on: November 03, 2010, 07:56:14 pm »
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What does Chimera do for the steam machine that momentum doesn't? Playing Chimera on it makes the creature you've spent a decent amount of time building up vulnerable to every creature the opponent has, lobotomizes it, and costs way more.
Its basically this. With steam machine every turn its attack drops by one and it costs two fire to per turn to use. Meaning to play more then one you need at least eight fire pillars. However when you chimera it, its attacks stays the same and doesn't drop allowing you to play a second increasing your total damage per turn by a lot. The momentum is just a bonus.

The alternative is to lobotomize the card at a certain point. This is a fine strategy as well, but the momentum addition gives it some additional  flexibility.

Demut

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Re: Chimera https://elementscommunity.org/forum/index.php?topic=18968.msg192483#msg192483
« Reply #51 on: November 03, 2010, 07:58:23 pm »
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The reason I say one is that while 1 may be nice, any more that are drawn will almost always be dead cards.
You fail at math. Its better to draw two too many then one not at all.

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It might be too strong without gravity pull, but my suggestion is to make it immortal. Right now there's just too many cards that trade a ton of cards for one with chimera.

Or to reference what you said in the discord thread, Chimera has too many hard counters. Reverse time is a completely hard counter, and antimatter, mutation, freeze and basilisk blood are pretty close.
True that.

QuantumT

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Re: Chimera https://elementscommunity.org/forum/index.php?topic=18968.msg192500#msg192500
« Reply #52 on: November 03, 2010, 08:12:18 pm »
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What does Chimera do for the steam machine that momentum doesn't? Playing Chimera on it makes the creature you've spent a decent amount of time building up vulnerable to every creature the opponent has, lobotomizes it, and costs way more.
Its basically this. With steam machine every turn its attack drops by one and it costs two fire to per turn to use. Meaning to play more then one you need at least eight fire pillars. However when you chimera it, its attacks stays the same and doesn't drop allowing you to play a second increasing your total damage per turn by a lot. The momentum is just a bonus.
I'm not sure where the 8 fire pillars comes from. Seems to me like it needs 2 fire pillars per steam machine.

And it also only increases damage if you've lost the ability to power it. Otherwise it decreases damage because you can no longer grow them.

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The alternative is to lobotomize the card at a certain point. This is a fine strategy as well, but the momentum addition gives it some additional  flexibility.
This is one of Chimera's strong points. It clears freeze, infection, and delay.

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The reason I say one is that while 1 may be nice, any more that are drawn will almost always be dead cards.
You fail at math. Its better to draw two too many then one not at all.
I disagree. The benefits gained by playing chimera are small enough that they're outweighed by the uselessness of every one drawn beyond the first.


smuglapse

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Re: Chimera https://elementscommunity.org/forum/index.php?topic=18968.msg192568#msg192568
« Reply #53 on: November 03, 2010, 08:59:27 pm »
I think that when Parallel Universe'd the new one should absorb the old one (effectively doubling its stats) as opposed to just destroying the old one.
One way to implement that would be to make 'chimera' a primary ability rather than an innate (passive) skill.  That way you could lobo or LS the Chimera then TU it to make 2.

From what I can tell from reading this thread the only point of the chimera cards existence is to finish of an already weakened opponent, but only if you already have lots of creatures out and he has a shield blocking most the damage- because otherwise you would win anyway.
And you have to make sure you kill him in one hit otherwise he might freeze, reverse time, antimatter, basilisk blood or kill it through the gravity pull effect and then you have lost all your creatures.
I think making it immortal or giving it some stat boost is the only way to make it competitive.
You could think of it as a spell that grants Momentum to all your creatures and cures their status effects (infection, frozen, delay), making it a strong counter to shields (Permafrost, Hope, Dim, Turtle, Dusk, etc.), but with the penalty of greater risk to CC (BB, Rewind, AM) or mass creatures (Gravity Pull).  Using it in combo with Quint or Gravity Pull cushions against those risks.

It seems like it does need a buff.  Making the 'chimera' skill removable could help.

shinyarceus4

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Re: Chimera https://elementscommunity.org/forum/index.php?topic=18968.msg192602#msg192602
« Reply #54 on: November 03, 2010, 09:26:37 pm »
Chimera's art looks so cool, so I want Chimera to be Buffed by releasing absorbed creatures upon death.

Demut

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Re: Chimera https://elementscommunity.org/forum/index.php?topic=18968.msg192658#msg192658
« Reply #55 on: November 03, 2010, 09:53:03 pm »
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I'm not sure where the 8 fire pillars comes from. Seems to me like it needs 2 fire pillars per steam machine.

And it also only increases damage if you've lost the ability to power it. Otherwise it decreases damage because you can no longer grow them.
I meant pendelums not pillars. And it increases damage because you are able to then plat a second machine without losing the attack power of the first.

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I disagree. The benefits gained by playing chimera are small enough that they're outweighed by the uselessness of every one drawn beyond the first.
Not 100% useless. The additional Chimera cards can heal the first of any status ailments and if it come down to it, you can chimera the second machine and place another.

Another thing you can do is do a Gravity/Dark combo. Using dark's liquid shadow to remove the gravity pull.

Demut

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Re: Chimera https://elementscommunity.org/forum/index.php?topic=18968.msg192671#msg192671
« Reply #56 on: November 03, 2010, 10:02:31 pm »
Although, if it had its cost reduced to like, I don't know, 4. It would be much, much better while still remaining balanced.

Memorystick

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Re: Chimera https://elementscommunity.org/forum/index.php?topic=18968.msg192695#msg192695
« Reply #57 on: November 03, 2010, 10:33:37 pm »
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I'm not sure where the 8 fire pillars comes from. Seems to me like it needs 2 fire pillars per steam machine.

And it also only increases damage if you've lost the ability to power it. Otherwise it decreases damage because you can no longer grow them.
I meant pendelums not pillars. And it increases damage because you are able to then plat a second machine without losing the attack power of the first.

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I disagree. The benefits gained by playing chimera are small enough that they're outweighed by the uselessness of every one drawn beyond the first.
Not 100% useless. The additional Chimera cards can heal the first of any status ailments and if it come down to it, you can chimera the second machine and place another.

Another thing you can do is do a Gravity/Dark combo. Using dark's liquid shadow to remove the gravity pull.
Gravity pull is a status, like adrenaline- thus, it cannot be lobo'd or removed via LS/BE (although armagio's gravity pull ability can be lobo'd, etc.

Demut

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Re: Chimera https://elementscommunity.org/forum/index.php?topic=18968.msg192705#msg192705
« Reply #58 on: November 03, 2010, 10:43:54 pm »
Oh, thats right. I was thinking Steam Machine again.

Demut

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Re: Chimera https://elementscommunity.org/forum/index.php?topic=18968.msg192895#msg192895
« Reply #59 on: November 04, 2010, 02:16:25 am »
You know, reverse time does just destroy it and reverse time is extremely popular. Instanrt death to so many creatures is catastrophic and too hard a counter. Would making it immune to reverse time make it overpowered though...

But now after trying out the deck again, I just found that my ealier success was a fluke of luck. With its extremely high cost, its too hard to create a good synergy.

It does need to have its cost reduced.

 

blarg: