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Offline legion_bre

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Re: Ice Bolt https://elementscommunity.org/forum/index.php?topic=14952.msg1064093#msg1064093
« Reply #12 on: April 26, 2013, 12:38:27 pm »
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(5) Splash to creatures is interesting but complicated to implement, and actually kinda weakens the bolt, since you are no longer able to easily take out creatures with any reasonable amount of HP without saving up a lot of quanta, assuming you meant that it splits its damage. If it doesn't split its damage and just does 100% to target and 50% to each adjacent creature, you've buffed it way too much, since it does 133% of fire bolt in total damage and becomes the highest-damage mass CC card in-game by a wide margin

My intent when I wrote it was for it to do 100% to damage to target and 50% to adjacent creatures. I agree that is damage was split it would weaken the card. But the reason that causing splash damage to adjacent cards would not be overpowered, is because the presence of adjacent creatures is situation dependent. Sure if you have at least 5 creatures out, all the middle 3 can be targeted with maximal damage. But what is the one you wish to target is in the periphery? Or what if there simply are not adjacent creatures? It would then have the potential to do more damage than firebolt, but limited due to that fact you dont have any control on if/what creatures are adjacent. It would also not have that same boost if the target were the player themselves.

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(6) The buff I like is making freeze guaranteed but for a lower number of turns. I'd be fine with guaranteed two turn freeze, but something I thought of that I kinda like better is a randomized freeze chance - something like 50% - 1 turn, 30% - 2 turn, 20% - 3 turn. That'd work out to 1.7 turns on average, but I'd be open to plenty of other breakdowns (provided there was a quite low chance of 3 turn freeze so as not to step on the toes of the freeze card). This also keeps some of the chance-of-freeze flavor of the current card

This is completely agree with. My intent on listing freeze 1-2 was that something like a 50/50 or 70/30 freeze chance for each, and as you have said, I see no reason why that couldn't extend to 3 turns with a lower chance such as 50/30/20.
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Offline Onizuka

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Re: Ice Bolt https://elementscommunity.org/forum/index.php?topic=14952.msg1064122#msg1064122
« Reply #13 on: April 26, 2013, 04:10:34 pm »
The only real buff ice bolt (and drain bolt) need are a quanta cap increase so that if you hold 6 bolts in your hand you can 1hko the opp without doing any other damage.

It's dumb that only one bolt can, and not the other two.
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Offline legion_bre

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Re: Ice Bolt https://elementscommunity.org/forum/index.php?topic=14952.msg1064337#msg1064337
« Reply #14 on: April 27, 2013, 06:51:30 am »
The only real buff ice bolt (and drain bolt) need are a quanta cap increase so that if you hold 6 bolts in your hand you can 1hko the opp without doing any other damage.

It's dumb that only one bolt can, and not the other two.

Yeah I get that, although it might be a bit messy to implement. If you start toying with the quanta caps, you affect a range of cards in the game including things like stone skin, all the bolts, dissipation field. If they were to increase the damage of the other bolts, then there would be no advantage to firebolt and no uniqueness to the cards. I guess what could be done in that instance is: Damage = Quanta/10 + 3.

That way the max damage would be 17x6 = 102 instead of 16*6 = 96
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