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Offline TheManuz

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Re: Community Card Design [Phase 3 - Element Poll | What Mechanics pair well?] https://elementscommunity.org/forum/index.php?topic=29355.msg393277#msg393277
« Reply #96 on: September 14, 2011, 10:39:51 am »
I can think only of a temporary buff: something like  :rainbow: Target creature gets +3|+0 until end of turn.
The name is easily decided when we know the element.

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Re: Community Card Design [Phase 3 - Element Poll | What Mechanics pair well?] https://elementscommunity.org/forum/index.php?topic=29355.msg393278#msg393278
« Reply #97 on: September 14, 2011, 10:46:25 am »
I can think only of a temporary buff: something like  :rainbow: Target creature gets +3|+0 until end of turn.
The name is easily decided when we know the element.
That sounds like  :air's dive. Not bad, but a bit boring if you ask me.
Hrm...maybe a triggered quanta drain ability?
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Offline TheManuz

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Re: Community Card Design [Phase 3 - Element Poll | What Mechanics pair well?] https://elementscommunity.org/forum/index.php?topic=29355.msg393317#msg393317
« Reply #98 on: September 14, 2011, 02:00:43 pm »
I can think only of a temporary buff: something like  :rainbow: Target creature gets +3|+0 until end of turn.
The name is easily decided when we know the element.
That sounds like  :air's dive. Not bad, but a bit boring if you ask me.
Hrm...maybe a triggered quanta drain ability?
I know it's not very original. This differs from dive because it can give the buff to other creatures, and has a nice synergy with dive.
The other kind of ability i see going well with Swift are one-shot abilities, like Lycanthropy, DejaVu and so on. But i'm not sure what kind of one-shot ability.
I think that a creature with 0 HP and a sacrifice-type ability would be interesting, because will force the player to choose if he wants to attack or if he wants to use the ability. Maybe is this the right direction?

Offline Zaealix

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Re: Community Card Design [Phase 3 - Element Poll | What Mechanics pair well?] https://elementscommunity.org/forum/index.php?topic=29355.msg393374#msg393374
« Reply #99 on: September 14, 2011, 06:14:04 pm »
A sacrifice ability? Would have to be a very good one, but it's attack power would need to be high, so it's not just 'spell as a creature' Because if the creature side is useless, why not just make it a spell?
Hrm...But since you brought up the sacrifice thing...That sounds mainly :gravity, thematically...Hrm.
Ok, for  :gravity I like the thought of 'Graft'-sacrifice this creature to give target creature +1/+1.
For  :aether It could be quintessesnce-sacrifice the creature to give target creature 'immortality'
who here would be for making a series of this 'swift' card, with the different ones being for different spells, and doing different things? Or am I getting ahead of myself?
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Offline TheManuz

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Re: Community Card Design [Phase 3 - Element Poll | What Mechanics pair well?] https://elementscommunity.org/forum/index.php?topic=29355.msg393393#msg393393
« Reply #100 on: September 14, 2011, 07:22:12 pm »
A sacrifice ability? Would have to be a very good one, but it's attack power would need to be high, so it's not just 'spell as a creature' Because if the creature side is useless, why not just make it a spell?
Exactly, it have to be a nice one-shot attack, so the player have to decide if it's best to attack or it's best to use the sacrifice ability!
To be more clear, the attack should be balanced with the ability, and both must be balanced with card cost! I guess it's not easy!
Hrm...But since you brought up the sacrifice thing...That sounds mainly :gravity, thematically...Hrm.
Ok, for  :gravity I like the thought of 'Graft'-sacrifice this creature to give target creature +1/+1.
For  :aether It could be quintessesnce-sacrifice the creature to give target creature 'immortality'
I cannot understand why it sounds  :gravity to you, but that's fine, a possibility could be to sacrifice a creature to give a buff, and even immortality could be good!
who here would be for making a series of this 'swift' card, with the different ones being for different spells, and doing different things? Or am I getting ahead of myself?
I like the idea, but i think we must focus on this project for now!!! If this ends well, then we can work on a serie.

Ok, we have some abilities, and i will add others since the poll has  :fire :air :time :gravity :aether :life :darkness:
    :rainbow: Target creature gains +X|+0 until end of turn (i'm writing this anyway, but it's a bit boring, i know!) :gravity sacrifice: Target creature gains +X|+X :aether sacrifice: Grant immortality to target creature  :fire sacrifice: gain  :fire :fire :fire (the quantity should be balanced) :air sacrifice: target creature gains +X|+0 and airborne :air sacrifice: target creature double its attack until the end of the turn (very exploitable ability, i think) :time sacrifice: target creature gains hatch!!!  :P :time sacrifice: reverse time on target creature :time sacrifice: precognition :gravity sacrifice: target creature gains momentum :gravity sacrifice: target creature gains gravity pull :aether sacrifice: lobotomize target creature :life sacrifice: target creature gains adrenaline :life sacrifice: target creature gains mitosis :darkness sacrifice: target creature gains devourer :darkness sacrifice: steal target permanent :darkness sacrifice: create Nightfall | Eclipse :darkness sacrifice: create Cloak
Ok, i think there are many possibilities!
As a general rule, these cards should cost more than the corresponding abilities (because otherwise people would stop using the original card, and because we are the player pay for the choice offered by the card) and the creature could have a balanced attack, (preventing Fractal abuse!) considering that anyway it would have 0 HP and would need a buff to stay alive.

Offline OldTrees

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Re: Community Card Design [Phase 3 - Element Poll | What Mechanics pair well?] https://elementscommunity.org/forum/index.php?topic=29355.msg393430#msg393430
« Reply #101 on: September 14, 2011, 09:10:11 pm »
I think the most valuable design would be if it had a small targeting defensive buff.

Uses:
Play and buff self to aid its survival to buff other creatures
Play and buff 1 other creature before succumbing to CC

Sacrifice or One Use abilities would significantly reduce the versatility potential of Swift.
(Sacrifice+Swift=Spell, One Use+Swift=Modal Casting which One Use abilities already do sufficiently)


Perhaps
:air: Updraft: Target creature is invisible and gains +1|+0 for 3 turns.
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Offline TheManuz

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Re: Community Card Design [Phase 3 - Element Poll | What Mechanics pair well?] https://elementscommunity.org/forum/index.php?topic=29355.msg393436#msg393436
« Reply #102 on: September 14, 2011, 09:35:33 pm »
I think the most valuable design would be if it had a small targeting defensive buff.

Uses:
Play and buff self to aid its survival to buff other creatures
Play and buff 1 other creature before succumbing to CC

Sacrifice or One Use abilities would significantly reduce the versatility potential of Swift.
(Sacrifice+Swift=Spell, One Use+Swift=Modal Casting which One Use abilities already do sufficiently)
It's right, sacrifice+swift is a spell, but paired with a 0 HP creature gives the player a choice.
I don't know what Modal Casting means, but i think that One Use+Swift could be used to effectively create dual-element creatures. This way you can pay a mono cost to play the creature and then decide if you want to complete the creature with the other element.

A quick example (only to show the dual-element creature concept):
3 :light Sacred Bird 1|7
:fire :fire :fire: Sacred Flame - Sacred Bird becomes a Phoenix




Offline OldTrees

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Re: Community Card Design [Phase 3 - Element Poll | What Mechanics pair well?] https://elementscommunity.org/forum/index.php?topic=29355.msg393457#msg393457
« Reply #103 on: September 14, 2011, 10:41:55 pm »
I think the most valuable design would be if it had a small targeting defensive buff.

Uses:
Play and buff self to aid its survival to buff other creatures
Play and buff 1 other creature before succumbing to CC

Sacrifice or One Use abilities would significantly reduce the versatility potential of Swift.
(Sacrifice+Swift=Spell, One Use+Swift=Modal Casting which One Use abilities already do sufficiently)
It's right, sacrifice+swift is a spell, but paired with a 0 HP creature gives the player a choice.
I don't know what Modal Casting means, but i think that One Use+Swift could be used to effectively create dual-element creatures. This way you can pay a mono cost to play the creature and then decide if you want to complete the creature with the other element.

A quick example (only to show the dual-element creature concept):
3 :light Sacred Bird 1|7
:fire :fire :fire: Sacred Flame - Sacred Bird becomes a Phoenix
One Use Duo creatures (Lycan) are a better design for 2 element creatures. The Swift is not needed and the single use does not take full advantage of the Swift ability.

Likewise a Sacrifice ability would not take full advantage of the Swift ability because it removes the possibility of longterm skill usage and order preference tactics.

An anti CC targeting multiple use ability is probably the best design because it would enable several uses (instead of the limited 2 uses of Sacrifice or One Shot).
 :underworld: Haste: Target creature gains Swift is another possible option.
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Offline TheManuz

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Re: Community Card Design [Phase 3 - Element Poll | What Mechanics pair well?] https://elementscommunity.org/forum/index.php?topic=29355.msg393467#msg393467
« Reply #104 on: September 14, 2011, 11:00:41 pm »
Likewise a Sacrifice ability would not take full advantage of the Swift ability because it removes the possibility of longterm skill usage and order preference tactics.
Wait, longterm skill usage has nothing to do with Swift. I mean, after the first turn, the Swift ability is still there but give no benefits... or am i missing something?
An anti CC targeting multiple use ability is probably the best design because it would enable several uses (instead of the limited 2 uses of Sacrifice or One Shot).
 :underworld: Haste: Target creature gains Swift is another possible option.
Both of these are interesting abilities. The second one (haste) has the potential to really alter the gameplay. We are used to creatures that attack when they come into play, but not to creature that use abilities when they come into play. Players can drop a couple of haste creatures, use it on another couple of creatures and use them instantly. This will change all the knowledge of the timing we have on this game. Not that this is a bad thing!

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Re: Community Card Design [Phase 3 - Element Poll | What Mechanics pair well?] https://elementscommunity.org/forum/index.php?topic=29355.msg393479#msg393479
« Reply #105 on: September 14, 2011, 11:38:28 pm »
Likewise a Sacrifice ability would not take full advantage of the Swift ability because it removes the possibility of longterm skill usage and order preference tactics.
Wait, longterm skill usage has nothing to do with Swift. I mean, after the first turn, the Swift ability is still there but give no benefits... or am i missing something?
An anti CC targeting multiple use ability is probably the best design because it would enable several uses (instead of the limited 2 uses of Sacrifice or One Shot).
 :underworld: Haste: Target creature gains Swift is another possible option.
Both of these are interesting abilities. The second one (haste) has the potential to really alter the gameplay. We are used to creatures that attack when they come into play, but not to creature that use abilities when they come into play. Players can drop a couple of haste creatures, use it on another couple of creatures and use them instantly. This will change all the knowledge of the timing we have on this game. Not that this is a bad thing!
The interaction between Swift and CC has long term consequences. Part of these consequences are beneficial.

Swift allows a multiple use ability to either:
A) be used once before CC removes it
B) be used to increase its resilience so it might survive the coming CC
This leads to difficult decisions between A and B. One Use and Sacrifice mechanics remove this decision.
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Offline Zaealix

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Re: Community Card Design [Phase 3 - Element Poll | What Mechanics pair well?] https://elementscommunity.org/forum/index.php?topic=29355.msg393538#msg393538
« Reply #106 on: September 15, 2011, 02:36:45 am »
I think the most valuable design would be if it had a small targeting defensive buff.

Uses:
Play and buff self to aid its survival to buff other creatures
Play and buff 1 other creature before succumbing to CC

Sacrifice or One Use abilities would significantly reduce the versatility potential of Swift.
(Sacrifice+Swift=Spell, One Use+Swift=Modal Casting which One Use abilities already do sufficiently)


Perhaps
:air: Updraft: Target creature is invisible and gains +1|+0 for 3 turns.
buffing it's self to increase resilliance sounds like a  :earth thing to do.
Though buffing other things to make them work better...Not to much of that, and what buffs are out there are mostly scattered throughout the elements. since  :light has healing, luciferin, and blessing, I think that  :light thematically fits the most with buffing to increase power.
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Offline OldTrees

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Re: Community Card Design [Phase 3 - Element Poll | What Mechanics pair well?] https://elementscommunity.org/forum/index.php?topic=29355.msg393540#msg393540
« Reply #107 on: September 15, 2011, 02:47:28 am »
I think the most valuable design would be if it had a small targeting defensive buff.

Uses:
Play and buff self to aid its survival to buff other creatures
Play and buff 1 other creature before succumbing to CC

Sacrifice or One Use abilities would significantly reduce the versatility potential of Swift.
(Sacrifice+Swift=Spell, One Use+Swift=Modal Casting which One Use abilities already do sufficiently)


Perhaps
:air: Updraft: Target creature is invisible and gains +1|+0 for 3 turns.
buffing it's self to increase resilliance sounds like a  :earth thing to do.
Though buffing other things to make them work better...Not to much of that, and what buffs are out there are mostly scattered throughout the elements. since  :light has healing, luciferin, and blessing, I think that  :light thematically fits the most with buffing to increase power.
It depends on the Buff used (Burrow, Immaterial, ...)
What buffs would be a good idea?

Alternatively Haste+Aether Nymph/Anubis would work as another form of defensive buff.
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blarg: