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PhantomFox

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Re: Best Weapon Idea Contest entry - Soul Eater / Soul Harvester https://elementscommunity.org/forum/index.php?topic=3815.msg37034#msg37034
« Reply #36 on: March 12, 2010, 04:45:29 am »
I'd tone the damage the weapon does itself down a tad.  Perhaps use the Jade staff as an example?

Offline BloodshadowTopic starter

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Re: Best Weapon Idea Contest entry - Soul Eater / Soul Harvester https://elementscommunity.org/forum/index.php?topic=3815.msg37046#msg37046
« Reply #37 on: March 12, 2010, 05:27:09 am »
Really, 5 damage is not that bad. It's the Shade-generating that's overpowered.

I'm pretty sure that Pulverizer deals more damage (or does it? I forget), and I'm sure that Eagle's Eye deals 7 damage, as much as Morning Star.

EDIT: Updated. Now it drains 2 ATK and Shades are 2/0.
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

TheMadEvil

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Re: Best Weapon Idea Contest entry - Soul Eater / Soul Harvester https://elementscommunity.org/forum/index.php?topic=3815.msg37062#msg37062
« Reply #38 on: March 12, 2010, 06:30:40 am »
death and darkness with this, nightfall, graveyard, and condor...
or take the nightfall out and make it slightly more powerful:
each turn reduce damage, get a wraith - attack
wraith dies, get an elite skelly, +1/+1 to condor

that's not counting animate weapon, getting 3-4 skellies a turn after wraith damage

Offline BloodshadowTopic starter

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Re: Best Weapon Idea Contest entry - Soul Eater / Soul Harvester https://elementscommunity.org/forum/index.php?topic=3815.msg37068#msg37068
« Reply #39 on: March 12, 2010, 06:40:27 am »
Really, it's STILL overpowered? Do I really have to raise the casting cost to 4?
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

Reasoner

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Re: Best Weapon Idea Contest entry - Soul Eater / Soul Harvester https://elementscommunity.org/forum/index.php?topic=3815.msg37072#msg37072
« Reply #40 on: March 12, 2010, 06:49:59 am »
I think you should remove the ability all together (summoning), it dosent seem they would like it no matter the quanta, maybe do vampire per creature for 1 turn, idk

Offline BloodshadowTopic starter

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Re: Best Weapon Idea Contest entry - Soul Eater / Soul Harvester https://elementscommunity.org/forum/index.php?topic=3815.msg37074#msg37074
« Reply #41 on: March 12, 2010, 06:58:38 am »
No. That would destroy the entire point of this card.
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

TheMadEvil

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Re: Best Weapon Idea Contest entry - Soul Eater / Soul Harvester https://elementscommunity.org/forum/index.php?topic=3815.msg37113#msg37113
« Reply #42 on: March 12, 2010, 01:43:00 pm »
maybe put a turn count on reducing attack? say, reduce attack for 2 turns, to prevent locking down the opponent? I get the original idea of the card, siphoning life (attack) from a creature in order to create a shade, but it just seems too powerful to have both abilities come not only from the same card, but the same ability. IMO permanently reducing attack is something that should not come with a benefit for yourself. It is a very powerful ability, not yet reversible (most likely because its not implemented), and so needs a detriment instead of a benefit. High cost, reversibility, etc. Possibly make it go away over turns, suck 2 attack, they regain 1 per turn?

Delreich

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Re: Best Weapon Idea Contest entry - Soul Eater / Soul Harvester https://elementscommunity.org/forum/index.php?topic=3815.msg37182#msg37182
« Reply #43 on: March 12, 2010, 04:16:15 pm »
Step one: make the ability cost some other element. You keep comparing it to Pulverizer yet ignore the fact that pulvy is an earth weapon with a gravity ability.
Step two: reduce the effect. Make it 2 damage, or something.
Step three: Make the generated critter enter play on the same side as the targeted critter.

casthegamer

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Re: Best Weapon Idea Contest entry - Soul Eater / Soul Harvester https://elementscommunity.org/forum/index.php?topic=3815.msg37213#msg37213
« Reply #44 on: March 12, 2010, 06:03:36 pm »
i think this card is WAY OVERPOWERED!

it needs to cost 10 :darkness
make it deal no damage
make it reduce attack by 0
make the shades 0|0 that have the ability: 'sit around'

@Delreich - not directed at you (or anyone inparticular). those are reasonable suggestions, though i don't agree with the last one.

icybraker

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Re: Best Weapon Idea Contest entry - Soul Eater / Soul Harvester https://elementscommunity.org/forum/index.php?topic=3815.msg37215#msg37215
« Reply #45 on: March 12, 2010, 06:08:34 pm »
castthegamer, your card is STILL overpowered. 10 :darkness ? Are you serious? OP.


Offline BloodshadowTopic starter

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Re: Best Weapon Idea Contest entry - Soul Eater / Soul Harvester https://elementscommunity.org/forum/index.php?topic=3815.msg37223#msg37223
« Reply #46 on: March 12, 2010, 06:17:13 pm »
I've decided to remove the Vampire ability from the Shades. Tell me if it's still OP.

Really, with Shades being 2/0, even if you have an Eclipse out, all they'll be is 4/1. Elite Fireflies are 4/2, and they generate Fire.

Maybe I should apply a new status to creatures whose ATK had been reduced. Maybe it should become default game mechanic that when the ATK is reduced, it will recover by 1 per turn.
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

TheMadEvil

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Re: Best Weapon Idea Contest entry - Soul Eater / Soul Harvester https://elementscommunity.org/forum/index.php?topic=3815.msg37306#msg37306
« Reply #47 on: March 12, 2010, 07:53:13 pm »
maybe put a turn count on reducing attack? say, reduce attack for 2 turns, to prevent locking down the opponent? I get the original idea of the card, siphoning life (attack) from a creature in order to create a shade, but it just seems too powerful to have both abilities come not only from the same card, but the same ability. IMO permanently reducing attack is something that should not come with a benefit for yourself. It is a very powerful ability, not yet reversible (most likely because its not implemented), and so needs a detriment instead of a benefit. High cost, reversibility, etc. Possibly make it go away over turns, suck 2 attack, they regain 1 per turn?
I've decided to remove the Vampire ability from the Shades. Tell me if it's still OP.

Really, with Shades being 2/0, even if you have an Eclipse out, all they'll be is 4/1. Elite Fireflies are 4/2, and they generate Fire.

Maybe I should apply a new status to creatures whose ATK had been reduced. Maybe it should become default game mechanic that when the ATK is reduced, it will recover by 1 per turn.
I think that would be a good idea as well :)

 

anything
blarg: