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Offline OdinVanguardTopic starter

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Quantum Innervation | Quantum Ennervation https://elementscommunity.org/forum/index.php?topic=61951.msg1233230#msg1233230
« on: May 18, 2016, 06:02:02 pm »
NAME:
Quantum Innervation
ELEMENT:
Aether
COST:
3 :aether
TYPE:
Spell
ATK|HP:

TEXT:
Your pillars and pendulums increase the HP and ATK of your creatures instead of producing quanta this turn.
NAME:
Quantum Enervation
ELEMENT:
Aether
COST:
5 :aether
TYPE:
Spell
ATK|HP:

TEXT:
Your pillars and pendulums reduce the HP and ATK of enemy creatures instead of producing quanta this turn.

ART:
Original art link: http://www.sxc.hu/photo/442752  Modified by OdinVanguard using GIMP
IDEA:
OdinVanguard
NOTES:
"Today the world will seem just out of reach"

"Today, the elements shall empower you. Use it!"

These cards cause each individual pendulum the owner has in play to provide a moderate stat buff / debuff to a randomly selected ally / enemy creature (ally unupgraded, enemy for upgraded).
In exchange, the pillars and pendulums do not generate any quanta for that turn.

E.g. if you have 5 pillars, then 5 randomly selected creatures you own will get buffed if you cast the unupgraded version, or 5 randomly selected creatures get debuffed if you use the upgraded version.

The upgraded and unupgraded spells can both be played in the same turn, but playing either the upgraded or unupgraded more than once per turn will have no additional effect.
This is to encourage deck building that mixes both upgraded and unupgraded cards in favor of just one or the other.

The buff that each pillar or pendulum provides depends on the element of the quanta that it would generate.

For pendulums, this means that the buff provided will be based on the current state of the pendulum.

For quantum pillars and quartet pillars (which generate multiple quanta) a random creature will be buffed for each quantum that would be generated and will get the appropriate buff

suggested buff / debuff provision
  • :aether buff: +2|+1 and 1 turn of immaterial (1 turn of wisdom if already immaterial) ; debuff: -2|-2 and 1 turn (stacking) silence
  • :air buff: +2|+1 and +10% evasion ; debuff: -2|-1 and +10% miss chance
  • :darkness buff: +1|+2 and 1 turn of invisibility ; debuff: -2|-1 and +1 damage (stacking) from all sources for 1 turn
  • :death buff: +3|+3 and +1 poison (or -1 purity) ; debuff: -1|-1 and +2 poison (or -2 purity)
  • :earth buff: +1|+4 ; debuff: -1|-1 and 2 turns delay (non-self stacking)
  • :entropy buff: (1/2 chaos power) ; debuff: inverted chaos power   
  • :fire buff: +3|+0 ; debuff: -3|-0
  • :gravity buff: -1|+6 ; debuff: 33% ATK and HP reduction (round up)
  • :life buff: +2|+3 ; debuff: -1|-1 and +1 poison (or -1 purity)
  • :light buff: +2|+2 and up to 3 hp healed ; debuff: -2|-2 and loses next attack
  • :time buff: +1|+1 and reduce delay or freeze by up to 1 turn ; debuff: -1|-1 and 1 turn delay (stacking)
  • :water buff: +1|+2 and +1 purity (or -1 poison) ; debuff: -0|-1 and 2 turns of freeze (non-self stacking)
Spoiler for first pass:
  • :aether buff: +2|+1 and 1 turn of immaterial ; debuff: -2|-1 and 1 turn silence
  • :air buff: +2|+1 and +10% evasion ; debuff: -2|-1 and +10% miss chance
  • :darkness buff: +1|+2 and 1 turn of invisibility ; debuff: -2|-1 and +1 damage from next damage source
  • :death buff: +3|+3 and +1 poison (or -1 purity) ; debuff: -1|-1 and +2 poison (or -2 purity)
  • :earth buff: +1|+4 ; debuff: -1|-1 and 2 turns delay
  • :entropy buff: (1/2 chaos power) ; debuff: inverted chaos power   
  • :fire buff: +3|+0 ; debuff: -3|-0
  • :gravity buff: -1|+6 ; debuff: 25% atk reduction (round up)
  • :life buff: +2|+3 ; debuff: -1|-1 and +1 poison (or -1 purity)
  • :light buff: +2|+2 and up to 3 hp healed ; debuff: -2|-2 and loses next attack
  • :time buff: +1|+1 and reduce delay or freeze by up to 1 turn ; debuff: -1|-1 and 1 turn delay
  • :water buff: +1|+2 and +1 purity (or -1 poison) ; debuff: -0|-1 and 2 turns of freeze
I'm still trying to figure out a good mix for buffs provided by each element, but I think it is definitely a good idea to have them provide different buff amounts.
Feedback / discussion / suggestions here would be appreciated
SERIES:

« Last Edit: May 20, 2016, 11:10:22 pm by OdinVanguard »
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

Offline foxrain4

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Re: Quantum Innervation | Quantum Ennervation https://elementscommunity.org/forum/index.php?topic=61951.msg1233302#msg1233302
« Reply #1 on: May 19, 2016, 02:14:06 pm »
Opening out a new field of buffing is engaging to players and will allow players to have strong creatures in battlefield making it an interesting card to have.

Offline Higurashi

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Re: Quantum Innervation | Quantum Ennervation https://elementscommunity.org/forum/index.php?topic=61951.msg1233305#msg1233305
« Reply #2 on: May 19, 2016, 02:54:03 pm »
Silence a creature? I.e. prevent ability usage for one turn? Weaksauce. Darkness effect is useless, which I guess is why they both debuff for a bit more. The problem with that is that Light's debuff and effect are -both- much stronger.

Any reason Time is strictly worse than the champs Earth and Water?

The only potentially OP ones are those that actually stop the creature from attacking and the ones that will do at least 2 HP per pillar, so Earth, Entropy, Light, Time and Water. In mild cases these will be about equivalent to an upped Pandemonium with added soft CC after. It won't be hard at all to make them the equivalent of two Pandes and they naturally have the potential for even more for each copy. With the current effects, I'd say that deserves a cost raise to 7 or maybe even 8. It's worth mentioning that they fall off considerably compared to Pande when facing swarm decks, however.

Unupped is strong, but seems balanced (it's really just that Blessing is weak). Air's is probably the best effect since it offers good offense and the effect is permanent, but Aether and Darkness are very usable too. Death's is probably the second strongest.
:aether  http://elementscommunity.org/forum/guilds/991-thunderbolts-ho!-991/ :aether
Aether is the prime Element present in all things, providing space, connection and balance for all Elements to exist.
Aether represents the sense of joy and union, and the ultimate potential of all things.

Offline OdinVanguardTopic starter

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Re: Quantum Innervation | Quantum Ennervation https://elementscommunity.org/forum/index.php?topic=61951.msg1233310#msg1233310
« Reply #3 on: May 19, 2016, 03:54:52 pm »
Honestly, the effects are a rough draft right now to give a feel for some options.
I think I might change :earth debuff to -0|-1 and water to -1|-0 . Then :earth and :water would deduct HP and ATK with 2 turn inactivation while time deducts both and gives a 1 turn deduction.

For :darkness debuff, how about changing to +1 damage from all sources for 1 turn. This would make it stackable as well, which could allow a significant damage ramp against single targets.

For :aether debuff, I originally was going to go with lobotomize, but that seemed a little too potent compared with the :aether weapon
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

Offline Higurashi

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Re: Quantum Innervation | Quantum Ennervation https://elementscommunity.org/forum/index.php?topic=61951.msg1233357#msg1233357
« Reply #4 on: May 20, 2016, 07:28:35 am »
If you also allow Time to stack where Earth would not, that seems fine.

The Darkness change would make it pretty good CC assuming you've got enough pillars.
Mass Lobo has been debated quite a bit, as well as Lobo effect as a spell. Personally I think there's only one ability that needs that kind of indirect nerf, and that's Accretion. Unfortunate for the rest like FFQ though. If I imagine this spell in a stall, it doesn't seem quite fair to mass Lobo since several elements do rely on ability creatures to stallbreak (Life uses Mito and FFQ, Time uses Pharaoh, etc.). Maybe one-turn Lobo would be usable in a stall, but I think that would merit the stat debuff being stronger.
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Aether is the prime Element present in all things, providing space, connection and balance for all Elements to exist.
Aether represents the sense of joy and union, and the ultimate potential of all things.

Offline OdinVanguardTopic starter

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Re: Quantum Innervation | Quantum Ennervation https://elementscommunity.org/forum/index.php?topic=61951.msg1233394#msg1233394
« Reply #5 on: May 20, 2016, 11:06:07 pm »
I'll go with the stat debuf being stronger... maybe make the time duration on the lobo-silence effect stack as well. Full ability removal just seems a bit too strong, or at the very least is too hard of a counter to a number of interesting deck types that don't really need nerfing atm.

I'm buffing the 1 turn of immaterial :aether buff to also give 1 turn of wisdom if the candidate is already immaterial.
« Last Edit: May 20, 2016, 11:11:16 pm by OdinVanguard »
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
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Offline Sorathor

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Re: Quantum Innervation | Quantum Ennervation https://elementscommunity.org/forum/index.php?topic=61951.msg1233411#msg1233411
« Reply #6 on: May 21, 2016, 09:58:10 am »
Interesting idea, I like it.

It definitely needs some further tweaking. Some thoughts:

On the buff side, you should definitely nerf aether. It is In-Element and mono-aether is strong enough.
This with 8 pillars and a dragon will give +16/8 for 3+8 :aether trippling the atk. Thats the value of 4! SoWs. I'd suggest +1|+1 or even +1|0 since immaterial gives some protection.
I don't like the atk reduce on gravity. How about +1|+6 but loses attack this turn? Could work nicely against stalls, esp. SoSac keeping its benefits with dolls and catas.
+2|+1 is very strong on air, since the atk can easily be doubled. At least keep them squishy with +2|0

The nerf side is hard to balance since it depends strongly on 2 variables: No. of creatures and no. of pillars.
It doesn't too well against masses, and killing a single creature this seems to be overkill.
Light seems a bit stronger, straight -2|-2 should be fine. You have enough delay effects w/o it.
Fire doesn't protect itself, so -3|0 doesn't fit its theme. I'd like 0|-2 or  even +2|-3.

Finally, I would switch upped and unupped versions, CC seems to fit better into unupped meta and buffing more in upped, see chaos seed.
I really like that you can use both versions for their different purposes simultanously. I enjoy cards that don't become strictly better upgraded.

Overall a nice idea with lots of potential. The versatility in different decks is great.

Offline OdinVanguardTopic starter

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Re: Quantum Innervation | Quantum Ennervation https://elementscommunity.org/forum/index.php?topic=61951.msg1233594#msg1233594
« Reply #7 on: May 23, 2016, 11:24:30 pm »
I agree that mono-aether is strong, but I don't like moving it to another element since this +fractal spark could easily get out of hand. Keeping this in element in aether mitigates that combo somewhat.

I think dropping to +1|+0 in aether is reasonable since it has potential to give shield bypass via temporary wisdom buff.
I'll drop air to +2|+0 as well since the evasion buff provides some protection of its own.

I think +2|-3 might be a little too risky to be useful for :fire since it already has RoF which would outcompete this... maybe I can come up with a novel debuff... I'm open to suggestions here too.

As for switching debuff vs buff for upgraded /unupgraded, I was trying to go for a symmetry with the chaos seed effect, but if people think it will disrupt unupped meta I have no problem switching it.
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

 

anything
blarg: