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Offline Hyroen

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Re: Apollo | Helios https://elementscommunity.org/forum/index.php?topic=7644.msg85374#msg85374
« Reply #12 on: June 08, 2010, 12:09:27 am »
Thanks for the long feedback. You did make me see it from a different point of view and now I'll have to change it in some way to make it a lot less op. Maybe not increase attack by the amount of photons? Hp? Or should I just leave the N out altogether?

I believe it really depends on what you want to keep that makes the card:
    If you want to keep its attack increasing feel, give that a different mechanic and remove the photon generating outright.If you want to keep its photon generating ability, maybe you could have N = 8 - # of creatures on your side of the field, and can pass 0  :P. That would keep the damage at a static 7 per turn while keeping into account that you generate 1 Photon per turn
Whatever you do, keep the art no matter what!!  ;)
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b00mc1ap

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Re: Apollo | Helios https://elementscommunity.org/forum/index.php?topic=7644.msg85378#msg85378
« Reply #13 on: June 08, 2010, 12:13:31 am »
ok i see a way to fix this, increase cost by 3, have generate a photon cost 3 light or have the photon generate 2 light, and have it rare.
Ok, I'll do the cost increase when I wake up tomorrow, but I'm a bit confused about what you mean with "have the photon generate 2 light". You want the photons to generate light? RoLs?





I believe it really depends on what you want to keep that makes the card:
    If you want to keep its attack increasing feel, give that a different mechanic and remove the photon generating outright.If you want to keep its photon generating ability, maybe you could have N = 8 - # of creatures on your side of the field, and can pass 0  :P. That would keep the damage at a static 7 per turn while keeping into account that you generate 1 Photon per turn
Whatever you do, keep the art no matter what!!  ;)

I like that second idea. Decreasing the attack by the number of creatures keeps the card a good asset and the photon generating makes up for the loss of attack. I might change the "# of creatures on your side of the field" to the number of photons, while still increasing the cost as killsdazombies suggested.

gnikdoolb

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Re: Apollo | Helios https://elementscommunity.org/forum/index.php?topic=7644.msg85379#msg85379
« Reply #14 on: June 08, 2010, 12:14:49 am »
have generating a photon cost 2 light is what i think he means.

b00mc1ap

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Re: Apollo | Helios https://elementscommunity.org/forum/index.php?topic=7644.msg85390#msg85390
« Reply #15 on: June 08, 2010, 12:25:57 am »
have generating a photon cost 2 light is what i think he means.
Oh ok I get it now. Meh I don't like that idea all that much.

b00mc1ap

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Re: Apollo | Helios https://elementscommunity.org/forum/index.php?topic=7644.msg85685#msg85685
« Reply #16 on: June 08, 2010, 12:49:12 pm »
I updated the cards depending on what some of you guys said. I like them a lot more now :D

Offline Boingo

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Re: Apollo | Helios https://elementscommunity.org/forum/index.php?topic=7644.msg85719#msg85719
« Reply #17 on: June 08, 2010, 02:32:43 pm »
You have way overnerfed this card by adding the 7-N/8-N attack feature.  If the opposing player has any shield up, you effectively get less and less attack every turn with no benefit to yourself.

E.g., Opponent plays Shield buckler
Turn 1: Apollo     =    attack: (7 - 0 photons previous turn) - 1 blocked by shield buckler = 6 damage
Turn 2: Apollo   =    attack (7 - 0 photons previous turn) - 1 blocked = 6 damage
              photon =     attack 1 - 1 blocked = 0 damage
Turn 3: Apollo = attack (7 - 1 photon previous turn) - 1 blocked = 5 damage
              photon =     attack 1 - 1 blocked = 0 damage
              photon =     attack 1 - 1 blocked = 0 damage
Turn 3: Apollo = attack (7 - 2 photons previous turn) - 1 blocked = 4 damage
              photon =     attack 1 - 1 blocked = 0 damage
              photon =     attack 1 - 1 blocked = 0 damage
              photon =     attack 1 - 1 blocked = 0 damage

This card becomes less and less valuable each turn....
Bring back Holy Cow!

b00mc1ap

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Re: Apollo | Helios https://elementscommunity.org/forum/index.php?topic=7644.msg85736#msg85736
« Reply #18 on: June 08, 2010, 03:01:17 pm »
You have way overnerfed this card by adding the 7-N/8-N attack feature.  If the opposing player has any shield up, you effectively get less and less attack every turn with no benefit to yourself.

E.g., Opponent plays Shield buckler
Turn 1: Apollo     =    attack: (7 - 0 photons previous turn) - 1 blocked by shield buckler = 6 damage
Turn 2: Apollo   =    attack (7 - 0 photons previous turn) - 1 blocked = 6 damage
              photon =     attack 1 - 1 blocked = 0 damage
Turn 3: Apollo = attack (7 - 1 photon previous turn) - 1 blocked = 5 damage
              photon =     attack 1 - 1 blocked = 0 damage
              photon =     attack 1 - 1 blocked = 0 damage
Turn 3: Apollo = attack (7 - 2 photons previous turn) - 1 blocked = 4 damage
              photon =     attack 1 - 1 blocked = 0 damage
              photon =     attack 1 - 1 blocked = 0 damage
              photon =     attack 1 - 1 blocked = 0 damage

This card becomes less and less valuable each turn....
Photons with momentum? :-\

Or how about attack | hp is 7|7-N and 8|8-N?
Then if the player leaves too many photons on the field... nvm that wouldn't work well with a strategy other than otyugh fodder.



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Re: Apollo | Helios https://elementscommunity.org/forum/index.php?topic=7644.msg85738#msg85738
« Reply #19 on: June 08, 2010, 03:03:54 pm »
You have way overnerfed this card by adding the 7-N/8-N attack feature.  If the opposing player has any shield up, you effectively get less and less attack every turn with no benefit to yourself.

E.g., Opponent plays Shield buckler
Turn 1: Apollo     =    attack: (7 - 0 photons previous turn) - 1 blocked by shield buckler = 6 damage
Turn 2: Apollo   =    attack (7 - 0 photons previous turn) - 1 blocked = 6 damage
              photon =     attack 1 - 1 blocked = 0 damage
Turn 3: Apollo = attack (7 - 1 photon previous turn) - 1 blocked = 5 damage
              photon =     attack 1 - 1 blocked = 0 damage
              photon =     attack 1 - 1 blocked = 0 damage
Turn 3: Apollo = attack (7 - 2 photons previous turn) - 1 blocked = 4 damage
              photon =     attack 1 - 1 blocked = 0 damage
              photon =     attack 1 - 1 blocked = 0 damage
              photon =     attack 1 - 1 blocked = 0 damage

This card becomes less and less valuable each turn....
This card is sure to be played with Hope
Turn 1: Apollo     =    attack: (7 - 0 photons previous turn) - 1 blocked by shield buckler = 6 damage
Hope = 0
Turn 2: Apollo   =    attack (7 - 0 photons previous turn) - 1 blocked = 6 damage
              photon =     attack 1 - 1 blocked = 0 damage
Hope = 1
Turn 3: Apollo = attack (7 - 1 photon previous turn) - 1 blocked = 5 damage
              photon =     attack 1 - 1 blocked = 0 damage
              photon =     attack 1 - 1 blocked = 0 damage
Hope = 2
Turn 3: Apollo = attack (7 - 2 photons previous turn) - 1 blocked = 4 damage
              photon =     attack 1 - 1 blocked = 0 damage
              photon =     attack 1 - 1 blocked = 0 damage
              photon =     attack 1 - 1 blocked = 0 damage
Hope =3

Damage + Shield is constant
Damage + Shield + Quanta is rising

Eventually you would want to use some creature control on Apollo but in the short term the swarm is more beneficial IMHO
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b00mc1ap

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Re: Apollo | Helios https://elementscommunity.org/forum/index.php?topic=7644.msg85742#msg85742
« Reply #20 on: June 08, 2010, 03:10:20 pm »
@OldTrees

So you would like for me to revert it back to Helios producing RoLs instead of Photons? Seeing as they do so little damage, I have to agree with you.

I'll probably change it.

Anybody think differently about it?

Oooh Muffin

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Re: Apollo | Helios https://elementscommunity.org/forum/index.php?topic=7644.msg85886#msg85886
« Reply #21 on: June 08, 2010, 06:49:50 pm »
I like it the way it is!

A question:
Will the damage pass below 0?

b00mc1ap

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Re: Apollo | Helios https://elementscommunity.org/forum/index.php?topic=7644.msg85941#msg85941
« Reply #22 on: June 08, 2010, 07:54:25 pm »
I like it the way it is!

A question:
Will the damage pass below 0?

I've been wondering if it should as well. I think it'd be good not to let it fall under 0 because then it would heal the other guy even if he has a shield, while the positive attacks do lessened/no damage depending on the shield. The photons would not even out the heals.

Kael Hate

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Re: Apollo | Helios https://elementscommunity.org/forum/index.php?topic=7644.msg86520#msg86520
« Reply #23 on: June 09, 2010, 03:15:56 pm »
CURATOR COMMENT

This card isn't ready for the Crucible because there is Disparity between the card image and the Table.

 

anything
blarg: