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Offline TerrokingTopic starter

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  • Terroking is a proud Wyrm taking wing for the first time.Terroking is a proud Wyrm taking wing for the first time.Terroking is a proud Wyrm taking wing for the first time.Terroking is a proud Wyrm taking wing for the first time.Terroking is a proud Wyrm taking wing for the first time.
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Air Golem | Air Golem https://elementscommunity.org/forum/index.php?topic=7782.msg87182#msg87182
« on: June 10, 2010, 02:08:44 am »
NAME:
Air Golem
ELEMENT:
:air
COST:
4 :air
TYPE:
Creature
ATK|HP:
2 | 6
ABILITY:
Absorbs 1 random quanta and gains +1/+3.
 :earth :earth Compile: Gains +0/-3. Target creature gains +2/+2
NAME:
Air Golem
ELEMENT:
:air
COST:
4 :air
TYPE:
Creature
ATK|HP:
2 | 6
ABILITY:
Absorbs 2 random quanta and gains +2/+3.
 :earth :earth Compile: Gains -1/-3. Target creature gains +3/+3
ART:
Stachir on DeviantART
IDEA:
Terroking
NOTES:
Yeah. It's a card with a passive growth ability that can stick that growth onto others, with an overall gain of +1/+0 to itself.
SERIES:
None
Suggestions? And, note that the full ability would fit onto the card if PlanPlan's generator had quantum icons. Sadly, it doesn't and I don't have the time to make a bad Paint.NET creation or try to stop Pixlr from bugging out, so it'll stay as is.
I ask nothing of humanity but fairness in all things, but I do not expect even that.

ScytherLoL

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Re: Air Golem | Air Golem https://elementscommunity.org/forum/index.php?topic=7782.msg87189#msg87189
« Reply #1 on: June 10, 2010, 02:13:04 am »
Ok so I like this card as well but after my Ghoul debacle I would have to say that growth every turn automatically like that gets a short stick around here.

But:

I think this card works well with that growth although maybe it needs to asorb more than 1 quanta each turn.

Another great idea.

Scyther

wizelsnarf

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Re: Air Golem | Air Golem https://elementscommunity.org/forum/index.php?topic=7782.msg87196#msg87196
« Reply #2 on: June 10, 2010, 02:17:26 am »
It absorbs 1 quantum from you, not the opponent right? Maybe it should be 2 per turn?

What happens if you don't have any quanta? Just no buffing? Should there be some kind of punishment if you can;t pay the upkeep?

Offline TerrokingTopic starter

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Re: Air Golem | Air Golem https://elementscommunity.org/forum/index.php?topic=7782.msg87205#msg87205
« Reply #3 on: June 10, 2010, 02:26:11 am »
Ok so I like this card as well but after my Ghoul debacle I would have to say that growth every turn automatically like that gets a short stick around here.

But:

I think this card works well with that growth although maybe it needs to asorb more than 1 quanta each turn.

Another great idea.

Scyther
The upped was originally just absorbing one per turn, then I changed it to 2 on the basis that it was too powerful. I get why passive growth is shunned apon, because it could get to massive levels with Adrenaline very quickly. Unfortunately the passive growth is required for the card to work.

It absorbs 1 quantum from you, not the opponent right? Maybe it should be 2 per turn?

What happens if you don't have any quanta? Just no buffing? Should there be some kind of punishment if you can;t pay the upkeep?
If there had been room on the card, I would have put: gains -2/-6 if you cannot pay. I guess Flooding doesn't say what happens if you can't pay though, so it could just die in that event.
I ask nothing of humanity but fairness in all things, but I do not expect even that.

finkel

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Re: Air Golem | Air Golem https://elementscommunity.org/forum/index.php?topic=7782.msg87221#msg87221
« Reply #4 on: June 10, 2010, 02:47:59 am »
Upped with adrenaline:
turn|attack:
1|2, 4, 6, 8
2|10, 12 (I think that the "attack twice" rule for 10-attack creatures applies here, despite passive                  growth)
3|14, 16
4|18
5|20
in 5 turns you get a creature with 20 attack, meanwhile dealing 110 damage. This feels overpowered for a casting cost of 5 :air and 3 :life , but the upkeep is 20 quanta. I think the sheer speed of the growth and the multiple attacks per turn, increasing in strength, makes it a little overpowered, but judging from how it plays out in my head and the numbers, it looks pretty solidly balanced.

Nice work. I like it.

Offline TerrokingTopic starter

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  • Terroking is a proud Wyrm taking wing for the first time.Terroking is a proud Wyrm taking wing for the first time.Terroking is a proud Wyrm taking wing for the first time.Terroking is a proud Wyrm taking wing for the first time.Terroking is a proud Wyrm taking wing for the first time.
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Re: Air Golem | Air Golem https://elementscommunity.org/forum/index.php?topic=7782.msg87267#msg87267
« Reply #5 on: June 10, 2010, 03:26:08 am »
Upped with adrenaline:
turn|attack:
1|2, 4, 6, 8
2|10, 12 (I think that the "attack twice" rule for 10-attack creatures applies here, despite passive                  growth)
3|14, 16
4|18
5|20
in 5 turns you get a creature with 20 attack, meanwhile dealing 110 damage. This feels overpowered for a casting cost of 5 :air and 3 :life , but the upkeep is 20 quanta. I think the sheer speed of the growth and the multiple attacks per turn, increasing in strength, makes it a little overpowered, but judging from how it plays out in my head and the numbers, it looks pretty solidly balanced.

Nice work. I like it.
Thanks, and I just have something to say about how Adrenaline (Porbably) works when used on a creature that passively changes it's attack.

My theory is that it basically checks the current attack, and determines the amount of turns the creature gets. For my example, let's use the Wyrm (Upped)

Turn 1: I play the Wyrm and use Adrenaline on it.
ATK=5 Turns=3 Damage=5+4+2=11.
Turn 2: I Dive the Wyrm, making it's attack 10 for 1 turn.
Here's where it get's tricky. My guess is that it treats it as a 10 attack creature, and is prepared to give it 2 turns. The first hit is 10, then the attack becomes 5 again. Because the attack is 5, it should get 3 turns. It's already taken 1, so it would then attack for 4 damage, then 2 for the 3rd attack. Presumably, this will work the same way as you go higher, just cutting off turns instead of adding them. So, it (Might) be:

1|2 (2 base), 3 (4 base), 2 (6 base). 7 damage total.
2|6 (6 base), 6 (8 base). 12+7=19 damage total.
3|10 (10 base), 4 (12 base). 14+19=33 damage total.
4|14 (14 base). 14+33=47 damage total.

And it would proceed to grow normally from that point on. So, all in all, it costs 4 :air, 3 :life, and 16 random quanta to do that, and you end up with a big 16/30 creature after 4 turns. Not OP at all, imo.

(If you're wondering how I did that, basically I made it so that after each attack it would grow, and then use that attack as the current to determine the damage and remaining turns of Adrenaline)
I ask nothing of humanity but fairness in all things, but I do not expect even that.

Kael Hate

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Re: Air Golem | Air Golem https://elementscommunity.org/forum/index.php?topic=7782.msg90146#msg90146
« Reply #6 on: June 13, 2010, 09:23:00 am »
CURATOR COMMENT

Until you fix the Card Image, It won't move to the Crucible.

If anyone else wants to do a card up for Terroking he might be apreciative

b00mc1ap

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Re: Air Golem | Air Golem https://elementscommunity.org/forum/index.php?topic=7782.msg90261#msg90261
« Reply #7 on: June 13, 2010, 01:17:25 pm »
Meh... Give the upped version adrenaline and when it attacks it gains +8|+12. Then you can also give it +3|+0 with Compile. Really OP.

How about you make the +1|+3 part of the active ability?

Offline TerrokingTopic starter

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Re: Air Golem | Air Golem https://elementscommunity.org/forum/index.php?topic=7782.msg95489#msg95489
« Reply #8 on: June 19, 2010, 12:32:42 am »
Meh... Give the upped version adrenaline and when it attacks it gains +8|+12. Then you can also give it +3|+0 with Compile. Really OP.

How about you make the +1|+3 part of the active ability?
It doesn't gain +8/+12 because as the attack goes up, the turns go down.

2 posts above your I did some lengthy calculations.
I ask nothing of humanity but fairness in all things, but I do not expect even that.

Malduk

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Re: Air Golem | Air Golem https://elementscommunity.org/forum/index.php?topic=7782.msg95509#msg95509
« Reply #9 on: June 19, 2010, 12:53:57 am »
Passive growth is interesting concept which I like. But the growth seems huge.

My attempt of balancing it would be lower the stats gained from growth. Rainbows will never run out of quanta to supply this thingy.
I'd say growth per turn should be +1|+1 or +0|+2. Fact that it requires ANY quanta means it will never pass a turn without growth probably (even in duo decks). I also dont think it should be able to buff another creature EVERY turn. It is like a Chaos Power / Blessing on a very hard to take down stick.
Let it build up, buff, repeat.

rakazy8564

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Re: Air Golem | Air Golem https://elementscommunity.org/forum/index.php?topic=7782.msg95628#msg95628
« Reply #10 on: June 19, 2010, 03:28:58 am »
For the first one make the passive growth +0/+1 since the ability only drains 3 health, does nothing to its attack.  Then make it +1/+1 cause now you're draining it's attack.  There the creature can't use its ability every turn, as its ability is almost like a blessing for the price of 2 :earth which isn't that fair.  This might also slows down its Adrenal Growth, however without doing the math I'm not entirely sure about that.
If you really want to leave it with a bonus, make its passive growth be +0/+1, and +0/+2 for the upped version.  Then make the ability give the creature +1/-3 and +2/-3 respectively.  Therefore the gain in attack only occurs when they use their ability.  It also gives both creatures positive correlation.  You can also give the cost 1 random quanta now for the upped version or leave it as 2, and make the ability cost 2 random quanta.  That is, unless you really want to push the  :earth/ :water duo =P
Other than that, nice idea ^^

 

blarg: