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Offline Tiko

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Re: Flooding | Inundation https://elementscommunity.org/forum/index.php?topic=15970.msg241556#msg241556
« Reply #48 on: January 06, 2011, 10:34:02 am »
My thought would be:
 
Drowning is a not an instant thing, all creatures can hold their breath for some limited time. What if it would be made something a bit similar to plague/thunderstorm? The cost and upkeep would remain the same, but it would flood the entire field (both sides) and make all the non-water/neutral (malignant cells were actually vulnurable to it when the card was introduced, and it turned out it was waaay OP that way in synergy with bonewalls and such) creatures lose, like, 1 hp per turn. Thus, with the 'recent' introduction of airborne creatures, they could be made immune to the effect too, because the fact that they're actually flying, and could easily avoid a thing like this.
This way  - by looking at the relatively high number of airborne creatures, and the health of most others - it wouldn't be that overpowered, and would force the water player to keep up producing the 3 :water per turn and the opponent to actually take the permanent seriously and try to get rid of it. I think it can fit in with the defensive/offensive theme of water, and would find it's use even against the nowadays so common few-creature-setups.
:water   "..It is in this domain that the living suffer great extremes, it is here that the water-failures, driven to desperation, make start in a new element.
It is here that strange compromises are made and new senses are born."

Re: Flooding | Inundation https://elementscommunity.org/forum/index.php?topic=15970.msg241558#msg241558
« Reply #49 on: January 06, 2011, 10:46:58 am »
why not change it to a defensive permanent?
all water creatures (both sides of the field) become immaterial and gain momentum (no plus damage, just the effect)

gavsword

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Re: Flooding | Inundation https://elementscommunity.org/forum/index.php?topic=15970.msg241646#msg241646
« Reply #50 on: January 06, 2011, 03:11:30 pm »
why not change it to a defensive permanent?
all water creatures (both sides of the field) become immaterial and gain momentum (no plus damage, just the effect)
How is that defensive? It sounds like a nice offensive boost to all water creatures. Maybe if you made cell death not count for bonewall, it would make it more powerful, but not extremely powerful.

@Mifurre: So you think having a permanent that can freeze 50% of all attacking creatures is a good idea? So you must've forgotten about Permafrost Shield that adds another 30%. That'd be so OP I didn't feel the need to tell you why when I said "think before posting".
50% chance to freeze for 1 turn is actually worst than Turtle Shield and much more costly, i don't think it's OP

With the same unkeep cost you can virtually disable 4 creatures at your choice for the rest of the game.

And btw your opinion to me is completely useless so don't even waste your time trying to argue nothing.
It's better than turtle shield because it's not a shield, so it stacks with permafrost, for a whopping 65% chance to freeze something every turn. And it would stack.
I can see quantumT's argument, but maybe a 40% starting chance and every other one raises the chance by 15%, then 10%, then 5% and so on. So it would look like this.

W/o shield                    With Permafrost shield
1 - 40%                        1 - 60%
2 - 55%                        2 - 70%
3 - 65%                        3 - 75%
4 - 70%                        4 - 80%
5 - 72.5%                     5 - 82.5%
6 - 75%                        6 - 85%

Sounds broken right?
But when you combine it with a 18 :water upkeep, it's somewhat in perspective.

I still don't like it as an effect however, it doesn't fit the theme of the card itself
My thought would be:
 
Drowning is a not an instant thing, all creatures can hold their breath for some limited time. What if it would be made something a bit similar to plague/thunderstorm? The cost and upkeep would remain the same, but it would flood the entire field (both sides) and make all the non-water/neutral (malignant cells were actually vulnurable to it when the card was introduced, and it turned out it was waaay OP that way in synergy with bonewalls and such) creatures lose, like, 1 hp per turn. Thus, with the 'recent' introduction of airborne creatures, they could be made immune to the effect too, because the fact that they're actually flying, and could easily avoid a thing like this.
This way  - by looking at the relatively high number of airborne creatures, and the health of most others - it wouldn't be that overpowered, and would force the water player to keep up producing the 3 :water per turn and the opponent to actually take the permanent seriously and try to get rid of it. I think it can fit in with the defensive/offensive theme of water, and would find it's use even against the nowadays so common few-creature-setups.
As to this, it could work, but again bonewall synergy would be big as well as boneyard and soul catcher.
Maybe also make airborne creature lose 1 health if they dive?

Offline Tiko

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Re: Flooding | Inundation https://elementscommunity.org/forum/index.php?topic=15970.msg241667#msg241667
« Reply #51 on: January 06, 2011, 03:57:01 pm »
As to this, it could work, but again bonewall synergy would be big as well as boneyard and soul catcher.
Maybe also make airborne creature lose 1 health if they dive?
Bonewall is big with everything that includes the death of a creature - and now with the kitty, you can even strenghten it on will. The dmg-on-dive is not a bad idea; it would make the opponent not to use the ability mindlessly maybe, and still, you can be beaten very fast if he does.
:water   "..It is in this domain that the living suffer great extremes, it is here that the water-failures, driven to desperation, make start in a new element.
It is here that strange compromises are made and new senses are born."

Re: Flooding | Inundation https://elementscommunity.org/forum/index.php?topic=15970.msg241838#msg241838
« Reply #52 on: January 06, 2011, 08:13:13 pm »
immortality for water creatures is defensive, and momentum would get them past harmful shields

gavsword

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Re: Flooding | Inundation https://elementscommunity.org/forum/index.php?topic=15970.msg242386#msg242386
« Reply #53 on: January 07, 2011, 01:39:15 pm »
As to this, it could work, but again bonewall synergy would be big as well as boneyard and soul catcher.
Maybe also make airborne creature lose 1 health if they dive?
Bonewall is big with everything that includes the death of a creature - and now with the kitty, you can even strenghten it on will. The dmg-on-dive is not a bad idea; it would make the opponent not to use the ability mindlessly maybe, and still, you can be beaten very fast if he does.
Maybe it also halves the damage of airborne creatures when they dont dive.

immortality for water creatures is defensive, and momentum would get them past harmful shields

To me that sounds like protecting your offense. For a defense thing I think less damage, hurts opponent creatures, etc

Offline dspn23

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Re: Flooding | Inundation https://elementscommunity.org/forum/index.php?topic=15970.msg243587#msg243587
« Reply #54 on: January 09, 2011, 12:44:26 am »
My thought would be:
 
Drowning is a not an instant thing, all creatures can hold their breath for some limited time. What if it would be made something a bit similar to plague/thunderstorm? The cost and upkeep would remain the same, but it would flood the entire field (both sides) and make all the non-water/neutral (malignant cells were actually vulnurable to it when the card was introduced, and it turned out it was waaay OP that way in synergy with bonewalls and such) creatures lose, like, 1 hp per turn. Thus, with the 'recent' introduction of airborne creatures, they could be made immune to the effect too, because the fact that they're actually flying, and could easily avoid a thing like this.
This way  - by looking at the relatively high number of airborne creatures, and the health of most others - it wouldn't be that overpowered, and would force the water player to keep up producing the 3 :water per turn and the opponent to actually take the permanent seriously and try to get rid of it. I think it can fit in with the defensive/offensive theme of water, and would find it's use even against the nowadays so common few-creature-setups.
in my opinion this card need a serious buff so:
->water creatures can be alved only by water, neutral and imortal creatures(not burowed) (artics ,pufers,mind flyers and imortal ones because they can submerse in water)
->consume 4 water quantums 3 uped
->afects all the field of both players
->non water/neutral/diving/imortal creatures loses 1 atack per turn so a pegasus if dived every turn woud not lose
anything -but if not in 3 turns woud not damage at all
->creatures do not lose 1 atack if they have already 0

gavsword

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Re: Flooding | Inundation https://elementscommunity.org/forum/index.php?topic=15970.msg243940#msg243940
« Reply #55 on: January 09, 2011, 03:18:09 pm »
If it does have such a powerful negative effect, I think it should last for X turns instead of having a cumulative upkeep. Frankly a  :aether :water duo with this + phase shields with quinted creatures and water creatures could be absolutely broken, but I like the effect if it does have a time limit.

Offline Ajit

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Re: Flooding | Inundation https://elementscommunity.org/forum/index.php?topic=15970.msg244806#msg244806
« Reply #56 on: January 11, 2011, 01:21:07 am »
OK how about this;

Change the affect of drowning to be reduces hp by 1 every turn that a creature is in water

THEN

it covers a random 50% of the field and every turn switches to the other 50% of the field, rotating every turn.  Water is a fluid thing that moves around right?

Re: Flooding | Inundation https://elementscommunity.org/forum/index.php?topic=15970.msg244837#msg244837
« Reply #57 on: January 11, 2011, 01:55:31 am »
why not just random 50% every turn, and no, 1 hp per turn is not good enough...
since it's changing all the time, 2 hp

Offline Tiko

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  • Tiko is a Blue Crawler starting to think about his first run.Tiko is a Blue Crawler starting to think about his first run.Tiko is a Blue Crawler starting to think about his first run.
  • Blessed is the mind too small for doubts..
  • Awards: Slice of Elements 10th Birthday CakeCreator of Architon, False God of the RenaissanceSlice of Elements 3rd Birthday Cake4th Trials - Master of WaterWeekly Tournament WinnerWinner of the Song of the Elders CompWinner of the Mythology Card Comp
Re: Flooding | Inundation https://elementscommunity.org/forum/index.php?topic=15970.msg245034#msg245034
« Reply #58 on: January 11, 2011, 10:15:18 am »
it covers a random 50% of the field and every turn switches to the other 50% of the field, rotating every turn.  Water is a fluid thing that moves around right?
A flood is an overflow of an expanse of water that submerges land /wiki/. Water does move around, though you'd experience it as a constant thing for a very long time (we have quite a lot of floods around here on almost yearly basis..)


Besides that, it'd need another animation, or you'd never know which side of the field is flooded at the moment, I don't belive that Zanz would remake it from scratch..

-- The X turn with increased cost could be another option.. but it's not that easy (if you're not Neptune of course) to keep up that 3 :water / turn, thus playing out creatures or having an active squid on your side.
:water   "..It is in this domain that the living suffer great extremes, it is here that the water-failures, driven to desperation, make start in a new element.
It is here that strange compromises are made and new senses are born."

gavsword

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Re: Flooding | Inundation https://elementscommunity.org/forum/index.php?topic=15970.msg245042#msg245042
« Reply #59 on: January 11, 2011, 11:12:15 am »

Besides that, it'd need another animation, or you'd never know which side of the field is flooded at the moment, I don't belive that Zanz would remake it from scratch..

-- The X turn with increased cost could be another option.. but it's not that easy (if you're not Neptune of course) to keep up that 3 :water / turn, thus playing out creatures or having an active squid on your side.
Which is why I suggest
If it does have such a powerful negative effect, I think it should last for X turns instead of having a cumulative upkeep.

 

anything
blarg: