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Offline RootRanger

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Re: Lobotomizer | Electrocutor https://elementscommunity.org/forum/index.php?topic=19752.msg253189#msg253189
« Reply #12 on: January 21, 2011, 04:48:27 am »
Aether doesn't mind the one turn delay because it has some of the strongest stall cards in the game. Lightning, dimensional shield, mindgate, and a quinted otyugh or squid is a strong defensive card. Also, every single other active skill is not ready until a turn has passed. You really want the lobotomizer to be the one card to stand out? Keep in mind that, while giving two new elements skill removal, they also give the lobotomizer more skills to remove. ;)
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Offline xdude

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Re: Lobotomizer | Electrocutor https://elementscommunity.org/forum/index.php?topic=19752.msg253251#msg253251
« Reply #13 on: January 21, 2011, 07:50:32 am »
More damage. Having it's damage at 6 or even 7 will make it more used.
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Re: Lobotomizer | Electrocutor https://elementscommunity.org/forum/index.php?topic=19752.msg259085#msg259085
« Reply #14 on: January 28, 2011, 07:04:30 pm »
How about making this card (together with mind flayer) able to remove immortality? The quintessence is currently almost uncounterable (I know about the shield). By making the lobotimizer able to remove immortality just like it removes momentum (and being the only thing (+ mind flayer) that can target immortal creatures) would make the quintessence more counterable and this card a lot better, as quite some great decks are completely relying on their quintessences.

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Re: Lobotomizer | Electrocutor https://elementscommunity.org/forum/index.php?topic=19752.msg259603#msg259603
« Reply #15 on: January 29, 2011, 04:15:35 pm »
removing immortality is way too powerful. If it did, lobotomizer could kill far too many decks. personally, I think lobotimizer's fine as is, except for the adrenaline thing, but I can understand why some people want it buffed.

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Re: Lobotomizer | Electrocutor https://elementscommunity.org/forum/index.php?topic=19752.msg259606#msg259606
« Reply #16 on: January 29, 2011, 04:23:20 pm »
More damage. Having it's damage at 6 or even 7 will make it more used.
If it was 7 it would be extremely powerful imho. The only reason I dont include it in rush decks is due to its lower damage. If it got a high damage potential, especially 7, then it would be worth replacing the recluse in speedbows, and have wonderful CC to boot.
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Re: Lobotomizer | Electrocutor https://elementscommunity.org/forum/index.php?topic=19752.msg259617#msg259617
« Reply #17 on: January 29, 2011, 05:00:48 pm »
I would suggest leaving the power level, and ability as it is (although being able to remove adrenaline would be a HUGE plus) and making the weapon untargetable. That way it's only counter would be immortality, instead of it also being susceptible to steals, deflags and creatures with destroy.

Offline Onizuka

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Re: Lobotomizer | Electrocutor https://elementscommunity.org/forum/index.php?topic=19752.msg260139#msg260139
« Reply #18 on: January 30, 2011, 01:53:10 am »
I would suggest leaving the power level, and ability as it is (although being able to remove adrenaline would be a HUGE plus) and making the weapon untargetable. That way it's only counter would be immortality, instead of it also being susceptible to steals, deflags and creatures with destroy.
I wouldn't like that at all. Every weapon outside from weapons from other have something that makes them different from the rest. Arsenic has poison, Discord has quanta rearrangement, Gravity has momentum, earth has perma control, life has healing, etc. However, the only thing that makes the light weapon, Morning Star/Glory, different from the weapons from other is the fact that it comes in immaterial. I'd like to keep morning glory the only weapon that doesn't need a 2 card combo to have immortality.

Plus, wouldn't that be a little too over powerful? Making a weapon that could shut down any deck that relied on abilities unless they had either an Anubis or Quint seems a little too powerful.

I personally, would like its power to be increased to 6.
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Re: Lobotomizer | Electrocutor https://elementscommunity.org/forum/index.php?topic=19752.msg260768#msg260768
« Reply #19 on: January 30, 2011, 09:18:26 pm »
I would suggest leaving the power level, and ability as it is (although being able to remove adrenaline would be a HUGE plus) and making the weapon untargetable. That way it's only counter would be immortality, instead of it also being susceptible to steals, deflags and creatures with destroy.
I wouldn't like that at all. Every weapon outside from weapons from other have something that makes them different from the rest. Arsenic has poison, Discord has quanta rearrangement, Gravity has momentum, earth has perma control, life has healing, etc. However, the only thing that makes the light weapon, Morning Star/Glory, different from the weapons from other is the fact that it comes in immaterial. I'd like to keep morning glory the only weapon that doesn't need a 2 card combo to have immortality.

Plus, wouldn't that be a little too over powerful? Making a weapon that could shut down any deck that relied on abilities unless they had either an Anubis or Quint seems a little too powerful.

I personally, would like its power to be increased to 6.

THAT'S THE PROBLEM! This weapon's ability WAS unique (exclusive to it and Mind Flayer) but then all these new spell cards came with very similar abilities. I do like the idea of the power increase, but that hardly makes this card more unique. If you're going for power you could just as easily choose a titan and have a few alchemy cards that remove abilities in your deck as well. I think the Lobotomizer | Electrocutor needs something that makes it special now that it's primary use has been so widely distributed.

Re: Lobotomizer | Electrocutor https://elementscommunity.org/forum/index.php?topic=19752.msg263918#msg263918
« Reply #20 on: February 04, 2011, 04:01:19 am »
More damage. Having it's damage at 6 or even 7 will make it more used.
Meh, Damage is the thing for the damage dealing weapons. I'm talking about making lobo awesome again, not used again.


Removing passive abilities is out of the question IMO. It is a poll option, but not a very good one. There is a reason that they are (and should be) passive.

THAT'S THE PROBLEM! This weapon's ability WAS unique (exclusive to it and Mind Flayer) but then all these new spell cards came with very similar abilities. I do like the idea of the power increase, but that hardly makes this card more unique. If you're going for power you could just as easily choose a titan and have a few alchemy cards that remove abilities in your deck as well. I think the Lobotomizer | Electrocutor needs something that makes it special now that it's primary use has been so widely distributed.
You've got it. Exactly what I'm talking about.
Being the only thing that removed adrenaline (aside from mind flayer, since I see the two as being pretty similar, with their aether connotations and ideas) may do it, but I'm just not sure yet.

Offline Rutarete

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Re: Lobotomizer | Electrocutor https://elementscommunity.org/forum/index.php?topic=19752.msg263926#msg263926
« Reply #21 on: February 04, 2011, 04:14:47 am »
THAT'S THE PROBLEM! This weapon's ability WAS unique (exclusive to it and Mind Flayer) but then all these new spell cards came with very similar abilities. I do like the idea of the power increase, but that hardly makes this card more unique. If you're going for power you could just as easily choose a titan and have a few alchemy cards that remove abilities in your deck as well. I think the Lobotomizer | Electrocutor needs something that makes it special now that it's primary use has been so widely distributed.
You've got it. Exactly what I'm talking about.
Being the only thing that removed adrenaline (aside from mind flayer, since I see the two as being pretty similar, with their aether connotations and ideas) may do it, but I'm just not sure yet.
To make it awesome again would you add something to it or remove something else?
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Re: Lobotomizer | Electrocutor https://elementscommunity.org/forum/index.php?topic=19752.msg263927#msg263927
« Reply #22 on: February 04, 2011, 04:16:34 am »
I would say add something to it, since it'd be a little much to change the In Develepment cards, and several that have already been implemented into the game. I was thinking make it like Antimatter, with the ability to remove or RESTORE an ability.

Offline Rutarete

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Re: Lobotomizer | Electrocutor https://elementscommunity.org/forum/index.php?topic=19752.msg263932#msg263932
« Reply #23 on: February 04, 2011, 04:20:14 am »
I would say add something to it, since it'd be a little much to change the In Develepment cards, and several that have already been implemented into the game. I was thinking make it like Antimatter, with the ability to remove or RESTORE an ability.
That's a good idea but i think it contradicts the name
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