Poll

In regards to balance...

Tweak the stats and lower the casting cost.
Change the ability's activation cost to mono-time.
Needs a boost to casting cost (specifically, the upgraded).
It's fine the way it is.
Other (please explain below).

*Author

Offline furballdn

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Re: Artificer | Grand Artificer https://elementscommunity.org/forum/index.php?topic=42569.msg530422#msg530422
« Reply #12 on: August 07, 2012, 11:26:49 pm »
Main problem I see? It nearly always requires a trio.

AW-->Used in monos/duos (Require :air or :rainbow)
Crusaders-->Used in duos (Require :light and another element)
Artificer-->Used in trios and above (Requires :time, :gravity, and whatever element permanent you're copying)

If you want to focus on the effect of a creature, its better to tone down stats so it can be cheap to summon for its ability.

Also, any permanent that it copies has to retain the EXACT same as if it were a permanent mechanically. This would mean that a copy'd SoFre artificer would just act like another sofre (25%), not 50%.

Also, if this can let players break the 6 perm rule for a heavy price, which perms would people want to copy and why? I personally would not be willing to pay 5 :time + 1 turn + 1 :gravity to just copy a permanent.
« Last Edit: August 07, 2012, 11:31:34 pm by furballdn »

Offline OdinVanguard

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Re: Artificer | Grand Artificer https://elementscommunity.org/forum/index.php?topic=42569.msg530432#msg530432
« Reply #13 on: August 08, 2012, 12:07:19 am »
Main problem I see? It nearly always requires a trio.

AW-->Used in monos/duos (Require :air or :rainbow)
Crusaders-->Used in duos (Require :light and another element)
Artificer-->Used in trios and above (Requires :time, :gravity, and whatever element permanent you're copying)

If you want to focus on the effect of a creature, its better to tone down stats so it can be cheap to summon for its ability.

Also, any permanent that it copies has to retain the EXACT same as if it were a permanent mechanically. This would mean that a copy'd SoFre artificer would just act like another sofre (25%), not 50%.

Also, if this can let players break the 6 perm rule for a heavy price, which perms would people want to copy and why? I personally would not be willing to pay 5 :time + 1 turn + 1 :gravity to just copy a permanent.
Sundials would be a pretty ugly duo application... Effectively gives you 12 if you time it right. If you include SoR, you can ditch either gravity or light.

The mitosis / empathic bond combo could be ugly too. Again, SoR can eliminate gravity to make it duo-able
(I'd do it just to get a screenshot / video clip of 400+ healing per turn - 20 of these w/ emp bond)
« Last Edit: August 08, 2012, 12:12:40 am by OdinVanguard »
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Re: Artificer | Grand Artificer https://elementscommunity.org/forum/index.php?topic=42569.msg530470#msg530470
« Reply #14 on: August 08, 2012, 02:15:53 am »
I'm still uncertain as to the ability costing :gravity. I'd accept a mono-:time card but I can't see it thematically. The other option is to change the card's element itself, which I also don't like. And I don't think Imbrue warrants a 2 to overall cost (I see it as a variation of Endow).

As for SoFre, I wanted each of the permanent shards to have a slightly different ability, depending on whether it was the upped or unupped that was targeted. SoFree was actually kind of a pain to figure out. I'm always open to suggestions :)
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Offline Zam888

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Re: Artificer | Grand Artificer https://elementscommunity.org/forum/index.php?topic=42569.msg530488#msg530488
« Reply #15 on: August 08, 2012, 02:34:32 am »
I'm still uncertain as to the ability costing :gravity. I'd accept a mono-:time card but I can't see it thematically. The other option is to change the card's element itself, which I also don't like. And I don't think Imbrue warrants a 2 to overall cost (I see it as a variation of Endow).

As for SoFre, I wanted each of the permanent shards to have a slightly different ability, depending on whether it was the upped or unupped that was targeted. SoFree was actually kind of a pain to figure out. I'm always open to suggestions :)

Well the ability is called Imbrue. The possible origins of the word imbrue are all heavily related to water...not sure how that would work out as the ability cost

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Re: Artificer | Grand Artificer https://elementscommunity.org/forum/index.php?topic=42569.msg530647#msg530647
« Reply #16 on: August 08, 2012, 02:21:34 pm »
Main problem I see? It nearly always requires a trio.

AW-->Used in monos/duos (Require :air or :rainbow)
Crusaders-->Used in duos (Require :light and another element)
Artificer-->Used in trios and above (Requires :time, :gravity, and whatever element permanent you're copying)

If you want to focus on the effect of a creature, its better to tone down stats so it can be cheap to summon for its ability.


This.

I've been thinking, and it's beginning to look like I could go one of two ways with this: either Imbrue requires :time to activate, or (as furballdn says) drop the stats. I'd like to veer away from the creature being too weak, but that might not be possible. Maybe something in the same vein as Mindflayer or Druid for stats. I'm thinking 1|3 for the unupped, with a cost of 3, and 3|3 for the upped, with a cost of 4. Still, that takes away from the mid-ranginess I was originally looking for in :time.
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Re: Artificer | Grand Artificer https://elementscommunity.org/forum/index.php?topic=42569.msg530861#msg530861
« Reply #17 on: August 09, 2012, 12:56:21 am »
Added a poll for some additional feedback.
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Offline Zam888

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Re: Artificer | Grand Artificer https://elementscommunity.org/forum/index.php?topic=42569.msg530863#msg530863
« Reply #18 on: August 09, 2012, 01:01:31 am »
Added a poll for some additional feedback.

I added my vote for the first option, but I think you should also:

Make the un-upgraded and upped versions have the same stats (whatever you end up tweaking it to)
OR
Make the upgraded version cost more than the un-upped to play to reflect both a stat boost and an ability cost decrease

Offline OldTrees

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Re: Artificer | Grand Artificer https://elementscommunity.org/forum/index.php?topic=42569.msg530866#msg530866
« Reply #19 on: August 09, 2012, 01:05:41 am »
Lots of these abilities are already in the Creature Armory. This precise ability made it to the Forge Archive IIRC.
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Re: Artificer | Grand Artificer https://elementscommunity.org/forum/index.php?topic=42569.msg530878#msg530878
« Reply #20 on: August 09, 2012, 01:29:24 am »
Lol, an artificer imbrues his own artifacts haha. I think  :earth should be used instead, because imbrue means to stain, if I remember clearly.
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Re: Artificer | Grand Artificer https://elementscommunity.org/forum/index.php?topic=42569.msg530902#msg530902
« Reply #21 on: August 09, 2012, 03:15:35 am »
Well, of the issues talked about to make it not 'have' to be a trio for most-all purposes, the (at least I feel) best solution to the problem would be to change the cost itself to  :rainbow or  :underworld . Of the choices "Other" and "Color of the Permanent", I prefer the latter, because it can retain a lower cost with that factor included.

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Re: Artificer | Grand Artificer https://elementscommunity.org/forum/index.php?topic=42569.msg531016#msg531016
« Reply #22 on: August 09, 2012, 11:27:58 am »
Lots of these abilities are already in the Creature Armory. This precise ability made it to the Forge Archive IIRC.
Very true, I went into this one fully expecting someone to say "Simpsons did it." I'll take a look around the archives & see what I can come up with. If I can make this dissimilar enough to some of the other ideas, I'll keep on with it :)


Make the un-upgraded and upped versions have the same stats (whatever you end up tweaking it to)
This honestly never occurred to me.
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