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Offline eaglgenes101

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Re: Purify | Purify https://elementscommunity.org/forum/index.php?topic=29257.msg472150#msg472150
« Reply #36 on: March 19, 2012, 12:38:26 am »
I'd make it something like 3 :water : Remove all poison and add 3 purify counters.
My 3 game-modification principles:
1. If it ain't broke, don't wreck it.
2. Simple fixes for simple problems.
3. Remember to fill in the holes.

Offline furballdn

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Re: Purify | Purify https://elementscommunity.org/forum/index.php?topic=29257.msg472189#msg472189
« Reply #37 on: March 19, 2012, 03:57:09 am »
i think that poison decks are WAY too commen in the arena these days...
This is the ONLY card that offers protection against this card

SOLUTION:
make it like fly weapon:
unupped/upped: 1 :water/1 :rainbow
This is the best solution imo.

Offline OldTrees

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Re: Purify | Purify https://elementscommunity.org/forum/index.php?topic=29257.msg472195#msg472195
« Reply #38 on: March 19, 2012, 04:10:15 am »
Everyone is critiquing the situational nature of Purify. Situational cards differ from underpowered cards in that they are balanced or even overpowered in specific uncontrollable situations. If the power of a situational card were smoothed out it could be uniformly adjusted to be useful in more situations without becoming overpowered.


Solution:
Purify no longer removes all poison but rather gives  more regeneration counters.

The regeneration counters stack removing the dead card problem.
Poison does not automatically lose against purify anymore.
The regeneration bonus can be balanced to be useful even for games without poison.
Adding Regeneration counters still counts as curing poison.
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
"Nothing exists that cannot be countered." -OldTrees on indirect counters
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Offline Naesala

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Re: Purify | Purify https://elementscommunity.org/forum/index.php?topic=29257.msg472200#msg472200
« Reply #39 on: March 19, 2012, 04:18:29 am »
Everyone is critiquing the situational nature of Purify. Situational cards differ from underpowered cards in that they are balanced or even overpowered in specific uncontrollable situations. If the power of a situational card were smoothed out it could be uniformly adjusted to be useful in more situations without becoming overpowered.


Solution:
Purify no longer removes all poison but rather gives  more regeneration counters.

The regeneration counters stack removing the dead card problem.
Poison does not automatically lose against purify anymore.
The regeneration bonus can be balanced to be useful even for games without poison.
Adding Regeneration counters still counts as curing poison.
I like this. What would be the optimal number or counters then? 2|3? Also, encourages the addition of a regeneration weapon (anti-arsenic) which I find an attractive idea.
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Offline waterzx

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Re: Purify | Purify https://elementscommunity.org/forum/index.php?topic=29257.msg472202#msg472202
« Reply #40 on: March 19, 2012, 04:19:27 am »
Everyone is critiquing the situational nature of Purify. Situational cards differ from underpowered cards in that they are balanced or even overpowered in specific uncontrollable situations. If the power of a situational card were smoothed out it could be uniformly adjusted to be useful in more situations without becoming overpowered.


Solution:
Purify no longer removes all poison but rather gives  more regeneration counters.

The regeneration counters stack removing the dead card problem.
Poison does not automatically lose against purify anymore.
The regeneration bonus can be balanced to be useful even for games without poison.
Adding Regeneration counters still counts as curing poison.
Maybe like this ?
"Remove up to 10 poison counters on you. Gain 3 regeneration counter if not poisoned"

Offline OldTrees

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Re: Purify | Purify https://elementscommunity.org/forum/index.php?topic=29257.msg472207#msg472207
« Reply #41 on: March 19, 2012, 04:32:31 am »
Everyone is critiquing the situational nature of Purify. Situational cards differ from underpowered cards in that they are balanced or even overpowered in specific uncontrollable situations. If the power of a situational card were smoothed out it could be uniformly adjusted to be useful in more situations without becoming overpowered.


Solution:
Purify no longer removes all poison but rather gives  more regeneration counters.

The regeneration counters stack removing the dead card problem.
Poison does not automatically lose against purify anymore.
The regeneration bonus can be balanced to be useful even for games without poison.
Adding Regeneration counters still counts as curing poison.
Maybe like this ?
"Remove up to 10 poison counters on you. Gain 3 regeneration counter if not poisoned"
I would prefer this less situational version.
2 :water|1 :water + 1 card
"Gain 4 regeneration counters."
Note: If poisoned, regeneration counters are traded 1:1 with existing poison.
(Shard of Gratitude used as a basis for balance hence the 2 :water|1 :water cost)
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
"Nothing exists that cannot be countered." -OldTrees on indirect counters
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Offline waterzx

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Re: Purify | Purify https://elementscommunity.org/forum/index.php?topic=29257.msg472209#msg472209
« Reply #42 on: March 19, 2012, 04:37:07 am »

I would prefer this less situational version.
2 :water|1 :water + 1 card
"Gain 4 regeneration counters."
Note: If poisoned, regeneration counters are traded 1:1 with existing poison.
(Shard of Gratitude used as a basis for balance hence the 2 :water|1 :water cost)
Then the counter-poison effect seems to small....

Offline OldTrees

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Re: Purify | Purify https://elementscommunity.org/forum/index.php?topic=29257.msg472218#msg472218
« Reply #43 on: March 19, 2012, 04:57:46 am »

I would prefer this less situational version.
2 :water|1 :water + 1 card
"Gain 4 regeneration counters."
Note: If poisoned, regeneration counters are traded 1:1 with existing poison.
(Shard of Gratitude used as a basis for balance hence the 2 :water|1 :water cost)
Then the counter-poison effect seems to small....
I thought part of the problem was that Poison automatically lost to Purify. I think if Shard of Gratitude does not need a stronger antipoison effect then why would other forms or regeneration need to discriminate against poison? Being able to remove rather than merely negate is a useful but not situationally overpowered effect.

My suggestion is a large shift. However it might be a positive shift.
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
"Nothing exists that cannot be countered." -OldTrees on indirect counters
Ask the Idea Guru: http://elementscommunity.org/forum/index.php/topic,32272.0.htm

 

anything
blarg: