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Offline Essence

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Re: Lobotomizer | Electrocutor https://elementscommunity.org/forum/index.php?topic=19752.msg264015#msg264015
« Reply #36 on: February 04, 2011, 07:55:17 am »
I think it should remove Adrenaline, but other than that it's just fine.
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Offline petersenk

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Re: Lobotomizer | Electrocutor https://elementscommunity.org/forum/index.php?topic=19752.msg264477#msg264477
« Reply #37 on: February 05, 2011, 02:29:10 am »
I think it should remove Adrenaline, but other than that it's just fine.
If you think about it, why shouldn't the lobomizer/electrocutor be able to remove passive abillities too? It does make some sense at least for a few things:
  • airborne: remove wings or part of the brain to control them
  • pest's devourer: mess with the brain so the devouring can't happen anymore
  • Mummy's on rewind: don't turn into pharaos anymore since the lobomizer has removed the part to remember that the mummy once upon a time was indeed a pharao...
  • Vododoll: stop that vodo with a little bit of vododoll-lobotomization. Sounds plausible, somewhat.
  • Venomous: remove the part of the brain that is responsible to control the generation of a certain poison that is generated otherwise. So after some lobotomy one may devour a Scorpion for example, without getting poisoned.
  • Adrenaline: Finally, too.
Seeing at that list, it doesn't seem to me, that this would make this weapon overpowered (as compared to making it able to unquint for example), but it would make it quite special again. Quite a lot. Also removing passive abillities seems to fit really well, no? Or are these passive abillities kind of sacred or what? :D

Offline OldTrees

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Re: Lobotomizer | Electrocutor https://elementscommunity.org/forum/index.php?topic=19752.msg264511#msg264511
« Reply #38 on: February 05, 2011, 03:33:46 am »
Seeing at that list, it doesn't seem to me, that this would make this weapon overpowered (as compared to making it able to unquint for example), but it would make it quite special again. Quite a lot. Also removing passive abillities seems to fit really well, no? Or are these passive abillities kind of sacred or what? :D
Passive Abilities fill a special role for card design. They allow permanent characteristics to exist for a creature. This can include buffs or more importantly debuffs. Permanent characteristics are too valuable for the future of the game for passive abilities to be made removable. Where then would permanent characteristics go?

In short: Passive abilities are sacred due to their utility for card design and game balancing.
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Re: Lobotomizer | Electrocutor https://elementscommunity.org/forum/index.php?topic=19752.msg264618#msg264618
« Reply #39 on: February 05, 2011, 07:45:09 am »
Passive Abilities fill a special role for card design. They allow permanent characteristics to exist for a creature.
Doesn't phase spider and flesh recluse take away passive ability airborne?

Offline Daytripper

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Re: Lobotomizer | Electrocutor https://elementscommunity.org/forum/index.php?topic=19752.msg264655#msg264655
« Reply #40 on: February 05, 2011, 09:37:25 am »
There's not much wrong with the lobo. The quintessence is ''unfortunate,'' but you cannot quint every card. I've not been around to see that distinction anyway. Either way it has more to do with quintessence than with this.

The passive ability stays. That is normal. Did you ever eat a poisonous fish because the brain of the fish was dead anyway then? The lobotomy is just toning down the creature a bit so it behaves differently. In that sense, I'm not getting why the devourer is passive. I guess it is not an aggressive effect, so that part of the brain would not be subject to the hit. 
Shards aren't overpowered, as long as you have them yourself.

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Re: Lobotomizer | Electrocutor https://elementscommunity.org/forum/index.php?topic=19752.msg264701#msg264701
« Reply #41 on: February 05, 2011, 02:19:41 pm »
maybe devourer just eats quanta for its food, then it poops out darkness. I don't think you can forget how to eat.

Offline OldTrees

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Re: Lobotomizer | Electrocutor https://elementscommunity.org/forum/index.php?topic=19752.msg264736#msg264736
« Reply #42 on: February 05, 2011, 03:08:04 pm »
Passive Abilities fill a special role for card design. They allow permanent characteristics to exist for a creature.
Doesn't phase spider and flesh recluse take away passive ability airborne?
Yes they do take the Airborne ability away. However suggesting all passive abilities become vulnerable is the problem. Passive abilities that need to be permanent can currently remain permanent. Airborne was given an exception.
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Re: Lobotomizer | Electrocutor https://elementscommunity.org/forum/index.php?topic=19752.msg264978#msg264978
« Reply #43 on: February 05, 2011, 09:29:46 pm »
This gives me an idea...

Re: Lobotomizer | Electrocutor https://elementscommunity.org/forum/index.php?topic=19752.msg284355#msg284355
« Reply #44 on: March 06, 2011, 03:07:35 am »
Poll reset, feel free to share your opinion.

So as to not disturb those old trees so firmly planted in the minds of the card creators, passive abilities have been left out completely.

My favourite idea is clearly give it the ability to restore abilities, that would be a nice change of pace. Not very powerful at all, (overly situational) but gives Lobotomizer something that noone else can do again.

I probably won't change the poll, but if anyone has any other ideas by all means share them.

Offline TheForbiddenOracle

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Re: Lobotomizer | Electrocutor https://elementscommunity.org/forum/index.php?topic=19752.msg284365#msg284365
« Reply #45 on: March 06, 2011, 03:16:33 am »
How about adding the ability to cancel out immortality with it?

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Re: Lobotomizer | Electrocutor https://elementscommunity.org/forum/index.php?topic=19752.msg284369#msg284369
« Reply #46 on: March 06, 2011, 03:19:52 am »
How about adding the ability to cancel out immortality with it?
I think that would be way too powerful.

Offline OldTrees

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Re: Lobotomizer | Electrocutor https://elementscommunity.org/forum/index.php?topic=19752.msg284372#msg284372
« Reply #47 on: March 06, 2011, 03:21:03 am »
I am having trouble choosing between removing adrenaline and restoring the original ability.

[Restoring a previous ability would not work unless code was added to remember the order of mitosis, liquid shadow, butterfly effect and overdrive. However restoring the default active skill would be easier to do and is a great idea]

Since this is just adding a tiny bit of versatility without adding strength I think that perhaps both could be added.
For now I am voting on restoring a creature's default ability.
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