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fenix2011

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Smite | Divine Smite https://elementscommunity.org/forum/index.php?topic=17056.msg217386#msg217386
« on: December 05, 2010, 06:16:15 pm »
NAME:
Smite
ELEMENT:
Light 
COST:
0
TYPE:
Permanent
ATK|HP:
n/a
TEXT:
When card is played it appears in permanent position (and flashes active). Player can then target an enemy creature. On their next turn, players can click on permanent again to 'smite' creature - killing them for a cost of 1 :light per HP. I.e. a wyrm costs 3 light. After use the permanent is destroyed.
NAME:
Divine Smite
ELEMENT:
Light 
COST:
:light
TYPE:
Permanent
ATK|HP:
n/a
TEXT:
Identical to unupped in mechanic, however Divine Smite costs 1 :light to play. This increase is because Divine Smite is not destroyed after use. Thus on 1,3,5 ect turn you can target a creature and on 2,4,6 ect turn you can deal the damage (if you choose to use it every time).
ART:
Fenix2011
IDEA:
Fenix2011
NOTES:
Smite is meant to represent the player, the elemental, using their quanta to 'smite' the opponent. As such it is single use. Divine Smite is meant to represent channelling assistance from divinity, as such it remains in play after a small cost. Keeping in mind unupped is 0 and upped is 1, this will also have implications for opening draws (of course).
Also remember that use of light quanta will impair miracles, thus using this for high HP creatures will severely limit ability to miracle.
SERIES:
n/a

fenix2011

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Re: Smite | Divine Smite https://elementscommunity.org/forum/index.php?topic=17056.msg217387#msg217387
« Reply #1 on: December 05, 2010, 06:17:01 pm »
Good points - I forgot that lights quanta can me mass-produced so easily when upped.

2xQuanta makes it too expensive I think.. unless your running fractal it will be not that useful..

Its like a pendulum in that it only does damage every second turn.. with 6ttw that's at best 3 hits.. it really only becomes useful in a stall..

Owls eye takes does 6 damage in 2 turns for 4 quanta.. while dealing damage in between..

Suggestions for balancing:
1) 2 x HP Light quanta (I think makes it too expensive compared to other CCs)
2) Limit it to 3 uses max when upped (to prevent overuse..)
3) Make the targeted creature visible (with an icon) - change the status, lose the targeting..
4) Make it reduce enemies to 1 health

Personally I prefer the 3rd. Then you have the opportunity, as an opponent, to bless, immo, butterfly effect, mutate or do anything to the target which takes the player back to 'pick a target'. With mutations you could hold off the effects forever..

The 4th is maybe too strong a nerf for a team that doesn't have CC.. means its main use would only be in duos. But could create nice synergies I guess..

Offline OldTrees

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Re: Smite | Divine Smite https://elementscommunity.org/forum/index.php?topic=17056.msg217395#msg217395
« Reply #2 on: December 05, 2010, 06:22:33 pm »
Light quanta is easily mass producible. I would recommend 2xHP as the quanta cost.
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Offline Higurashi

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Re: Smite | Divine Smite https://elementscommunity.org/forum/index.php?topic=17056.msg217401#msg217401
« Reply #3 on: December 05, 2010, 06:24:42 pm »
I like the concept, but I don't like how the upped version will continuously slaughter any rushes without permanent control. Combined with how easy it is to afford Miracle in the upped environment... I'd probably limit the upped perm to last 3 uses or something similar.
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Offline XYTWO

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Re: Smite | Divine Smite https://elementscommunity.org/forum/index.php?topic=17056.msg217407#msg217407
« Reply #4 on: December 05, 2010, 06:29:25 pm »
You can leave the cost blank for the unupped.

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Re: Smite | Divine Smite https://elementscommunity.org/forum/index.php?topic=17056.msg217957#msg217957
« Reply #5 on: December 06, 2010, 09:57:57 am »
I think it's a bit OP.

And what if next turn you don't have enough :light to kill the creature?

I'd make it a spell that costs 2x the HP of the creature in :light.

Maybe the unupped costs 1 random quanta to use or something.
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fenix2011

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Re: Smite | Divine Smite https://elementscommunity.org/forum/index.php?topic=17056.msg218182#msg218182
« Reply #6 on: December 06, 2010, 06:48:04 pm »
If you don't have the quanta you will wait until you have the quanta.. Or until you lose the target.
Considering that at best it is CC every 2nd turn, I don't think it is so OP.. even if you have a lot of light quanta (which - lets face it - means you are talking fractal ROL when upped).

To pull of these + fractal ROL is not a quick or few card combination.. it might help with the stall but is still slow CC (once every 2 turns)
If the creature is weak, it is especially bad CC (2 turns to kill a 3hp creature?).
If the creature is strong, it still takes 2 turns and gives ample opportunity for the opponent to adapt (by buffing or any of the 'target lost' techniques). Or to destroy the permanent. Indeed the damage will be only dealt if the enemy lacks PC and any buff and any skill modifier (like butterfly effect).

In comparison, Owls eye does 6 damage (to creatures) in 2 turns for 4 quanta..
While yes, it costs 5 quanta to summon,  it also deals 5 damage every turn to the player..

In comparison, 6 damage costs 6 quanta here and does no damage to the player..
The upped version, by costing 1, won't appear be subject to the Mulligan for the opening hand - while the unupped is one off slow CC. So this should further prevent a ROL fractal upped from getting it too early.

Thoughts?

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Re: Smite | Divine Smite https://elementscommunity.org/forum/index.php?topic=17056.msg218186#msg218186
« Reply #7 on: December 06, 2010, 06:52:18 pm »
Good comparison to Owl's Eye, however this card scales its cost and effect to maintain perfect efficiency. As such it should have a built in inefficiency compared to static CC. On second thought 2xHP is probably too much but 1xHP is probably too little. Maybe C+1xHP would work better? C to target, 1xHP to smite?
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fenix2011

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Re: Smite | Divine Smite https://elementscommunity.org/forum/index.php?topic=17056.msg218238#msg218238
« Reply #8 on: December 06, 2010, 08:37:45 pm »
Good comparison to Owl's Eye, however this card scales its cost and effect to maintain perfect efficiency. As such it should have a built in inefficiency compared to static CC. On second thought 2xHP is probably too much but 1xHP is probably too little. Maybe C+1xHP would work better? C to target, 1xHP to smite?
I don't mind the idea.
Preliminary idea - Costs 3 :light to target.
This a skeleton costs 4 quanta and 2 turns to smite. A Light dragon costs 13 quanta and 2 turns.
Low HP creatures aren't worthwhile (too expensive and slow) making it CC better for the heavy HP.

Sound more balanced?

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Re: Smite | Divine Smite https://elementscommunity.org/forum/index.php?topic=17056.msg218255#msg218255
« Reply #9 on: December 06, 2010, 09:02:46 pm »
It looks good to me.
C should be balanced around the average Cost-HP of creatures so it will have to adjust if a major change in this statistic changes.
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