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Offline Pineapple

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Re: Flash Fire | Flash Fire https://elementscommunity.org/forum/index.php?topic=20097.msg256722#msg256722
« Reply #12 on: January 25, 2011, 02:26:47 am »
Now, formatting aside, I think this card would be extremely OP because of the amount of HP buffs (Chaos Power, Blessing, Momentum) and Fractal would be deadly. I recommend that you both decrease the damage ("number of :fire you own, divided by 30" would make it do the same amount of damage as Fire Bolt/Lance) or make it immaterial so that it will die after one attack. If making it un-fractal-able or un-buff-able was not part of your card idea, then I suggest drastically reducing the damage it can do.
I edited this because it making it "number of fire you own, divided by 30" would make each Flash Fire do dramatically less damage than Fire Lance. The damage between Fahrenheit and Fire Lance is at a 2:3 damage ratio. Fire Lance usually does more than Flash Fire, which makes my "speeds up fire stall" point not as true, as I was arguing with replacing Fire Lance with Flash Fire. In addition, Flash Fire can be stopped by more shields than Fire Lance can and Fire Lance can be used as creature control.

-snip-

Make Flash Fire's attack X, where X = # of fire quanta you have/20.
OR
Give the ability a damage cap.  I think a damage cap of 5 would work.
A damage cap of 5 would make it quite UP. OTKs aren't OP, a damage cap of maybe 20 would still be okay.

24 :fire and two Ruby Dragons give 30 damage per turn.
24 :fire and two Fire Lances give 12 damage for one turn.
24 :fire and two Flash Fires give 14 damage for one turn.

72 :fire and six Ruby Dragons give 90 damage per turn.
72 :fire and six Fire Lances give 121 damage for one turn.
72 :fire and six Flash Fires give 96 damage in one turn.

Now, if Fire Lance weren't in the game, this card would be perfectly balanced. However, since upon implementation of the card into the game would allow you to include 12 high-damage cards into a mono-fire deck. Screams OP, but I don't think there's any way to reasonably nerf it. Maybe you should increase the card cost to something extremely expensive so that it can't be used as well in synergy with Fire Lance...

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Re: Flash Fire | Flash Fire https://elementscommunity.org/forum/index.php?topic=20097.msg256743#msg256743
« Reply #13 on: January 25, 2011, 02:45:05 am »
*snip*
A damage cap of 5 would make it quite UP. OTKs aren't OP, a damage cap of maybe 20 would still be okay.

24 :fire and two Ruby Dragons give 30 damage per turn.
24 :fire and two Fire Lances give 12 damage for one turn.
24 :fire and two Flash Fires give 14 damage for one turn.

72 :fire and six Ruby Dragons give 90 damage per turn.
72 :fire and six Fire Lances give 121 damage for one turn.
72 :fire and six Flash Fires give 96 damage in one turn.

Now, if Fire Lance weren't in the game, this card would be perfectly balanced. However, since upon implementation of the card into the game would allow you to include 12 high-damage cards into a mono-fire deck. Screams OP, but I don't think there's any way to reasonably nerf it. Maybe you should increase the card cost to something extremely expensive so that it can't be used as well in synergy with Fire Lance...
Good cooperation between us, eh?  However, making it expensive kills the point of it being a  :fire weenie thematically that blows up in your face. After a bit of playtesting again, a damage cap of 20./ damage divide by 30 sounds good.  Making it immaterial seems out of theme as well though.

Offline Pineapple

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Re: Flash Fire | Flash Fire https://elementscommunity.org/forum/index.php?topic=20097.msg256765#msg256765
« Reply #14 on: January 25, 2011, 03:12:06 am »
but...a damage divide of 30? That makes it do 9x less damage than Fire Lance.

24 :fire becomes 6 damage.

72 :fire becomes 30 damage.

Seriously UP.

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Re: Flash Fire | Flash Fire https://elementscommunity.org/forum/index.php?topic=20097.msg256770#msg256770
« Reply #15 on: January 25, 2011, 03:15:56 am »
but...a damage divide of 30? That makes it do 9x less damage than Fire Lance.

24 :fire becomes 6 damage.

72 :fire becomes 30 damage.

Seriously UP.
Well, it was your suggestion.  Division of 20 then or cap of 20?  I believe the card maker should decide on this.

Offline Pineapple

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Re: Flash Fire | Flash Fire https://elementscommunity.org/forum/index.php?topic=20097.msg256860#msg256860
« Reply #16 on: January 25, 2011, 06:34:32 am »
but...a damage divide of 30? That makes it do 9x less damage than Fire Lance.

24 :fire becomes 6 damage.

72 :fire becomes 30 damage.

Seriously UP.
Well, it was your suggestion.  Division of 20 then or cap of 20?  I believe the card maker should decide on this.
I thought I already pointed out that my damage decrease suggestion was wrong based on the fact that I had the amount of damage wrong, it does just as much damage as dragons, and fire lance does a lot more damage than it.

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Re: Flash Fire | Flash Fire https://elementscommunity.org/forum/index.php?topic=20097.msg256887#msg256887
« Reply #17 on: January 25, 2011, 09:40:21 am »
Now, if Fire Lance weren't in the game, this card would be perfectly balanced. However, since upon implementation of the card into the game would allow you to include 12 high-damage cards into a mono-fire deck. Screams OP, but I don't think there's any way to reasonably nerf it. Maybe you should increase the card cost to something extremely expensive so that it can't be used as well in synergy with Fire Lance...
How about changing the card to another element more in need of the damage boost? Would that solve the clash with Fire Lance?

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Re: Flash Fire | Flash Fire https://elementscommunity.org/forum/index.php?topic=20097.msg256950#msg256950
« Reply #18 on: January 25, 2011, 01:56:36 pm »
 I thought I already pointed out that my damage decrease suggestion was wrong based on the fact that I had the amount of damage wrong, it does just as much damage as dragons, and fire lance does a lot more damage than it.
I didn't see the edit to your original post, my bad.

*snip*
*EDIT: my bad, it actually does less damage than fire lance.
Heh, you had me go over my stuff again and made me make a mistake too when I was recalculating ;) (accidentaly multiplied the ability by 3 while comparing it to Fire Bolt.) But no harm done.

Now, if Fire Lance weren't in the game, this card would be perfectly balanced. However, since upon implementation of the card into the game would allow you to include 12 high-damage cards into a mono-fire deck. Screams OP, but I don't think there's any way to reasonably nerf it. Maybe you should increase the card cost to something extremely expensive so that it can't be used as well in synergy with Fire Lance...
How about changing the card to another element more in need of the damage boost? Would that solve the clash with Fire Lance?
Cross-element cost can justify something like that, but it might take the card out of theme. 


Also,  as noted by Patch , the card is actually ok.  You will have to get lot of quanta (probably around 60 -80 ) for this to actually harm your opponent in a mono(around 10-20 damage at best), but you'll be held back by needing to play other things when you could just use fire bolt, which is 3 time more effective.  I think Duo decks is where this card will really shine - you need two cards (this and buff card/ Fractal) in order for it to work, but it gives the opponent reasonable time to respond with CC (with Buffed Flash Fires, you'll most likely be using Momentum to get the most efficiency out of them, which usually means they will die easily. Blessing is a bit slower despite increased HP and Basilik Blood + Adrenaline spreads over two additonal quantas, so the combo is dealable with as well.  Reverse Time is very effective against this.)  Against a Fractal Firestall , such a deck would be at a disadvantage to quanta denial and/or a quicker rush that doesn't have to build up over time.  If a trio is made with Cloak, AoE CC can be used as well (and with the above Momentum/Flash Fire combo, it can easily be disrupted by Thunderstorm).

Can this card be part of a good deck? Yes.
Can it be countered? Yes.

I think it is crucible ready if you make the changes suggested in my initial card review.

 

blarg: