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miniwally

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Re: Forge | Smith https://elementscommunity.org/forum/index.php?topic=7882.msg88723#msg88723
« Reply #12 on: June 11, 2010, 06:56:18 pm »
you can only have a maximum of 6 animates though and I don't think it would be OP cause you got to be lucky to get the desired card you want.

Offline Zac33333Topic starter

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Re: Forge | Smith https://elementscommunity.org/forum/index.php?topic=7882.msg88724#msg88724
« Reply #13 on: June 11, 2010, 06:56:28 pm »
How is that OP? You'd have a better chance at winning if you ran a regular flying weapon deck.
Because your not limited to 1 type of weapon.

If you get lucky, you can get Owls Eye for creature control, Arsenic for poison damage, Eternity to clog them up, Discord to clog them up MORE, Jade staff to heal, and dagger to heal. THAT is what makes it OP.

Yes, having a one time spell that generates a weapon is nice, however a permanent weapon generator is too strong.
FINALLY someone to agree  :) I mean, it wouldnt be really a BAD idea, just that 3 earth to play a card that generates a RARE weapon for only TWO fire quantum? Then if you dont like it, generate a new one if you have another smith on the table? Just a bit undercosted and overpowered, but a nice reccomendation none-the-less.

Offline Zac33333Topic starter

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Re: Forge | Smith https://elementscommunity.org/forum/index.php?topic=7882.msg88725#msg88725
« Reply #14 on: June 11, 2010, 06:57:11 pm »
you can only have a maximum of 6 animates though and I don't think it would be OP cause you got to be lucky to get the desired card you want.
Not really, because does it really have to be the DESIRED card? I mean, arent most weapons pretty nice as they already are? :)

miniwally

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Re: Forge | Smith https://elementscommunity.org/forum/index.php?topic=7882.msg88738#msg88738
« Reply #15 on: June 11, 2010, 07:13:19 pm »
It depends, the ones with the passive abilities are (dagger and arsenic) but the ones with active abilities aren't because you're not going to be able to use them.

Offline Zac33333Topic starter

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Re: Forge | Smith https://elementscommunity.org/forum/index.php?topic=7882.msg88743#msg88743
« Reply #16 on: June 11, 2010, 07:24:23 pm »
It depends, the ones with the passive abilities are (dagger and arsenic) but the ones with active abilities aren't because you're not going to be able to use them.
But a never-ending item spawner is still not really balanced. Think, you can spawn ANY item for a 3 or 4 earth permanent that costs 2 or 3 fire to generate? THAT is OP.

Offline Zac33333Topic starter

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Re: Forge | Smith https://elementscommunity.org/forum/index.php?topic=7882.msg88998#msg88998
« Reply #17 on: June 12, 2010, 12:50:04 am »
Again, Kael Hate, or other curator, please comment?

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Re: Forge | Smith https://elementscommunity.org/forum/index.php?topic=7882.msg89003#msg89003
« Reply #18 on: June 12, 2010, 12:54:19 am »
Again, Kael Hate, or other curator, please comment?

About that...if they check this thread they'll comment anyways so what's the point of commenting on this thread?

Best solution - PM them.

Offline Zac33333Topic starter

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Re: Forge | Smith https://elementscommunity.org/forum/index.php?topic=7882.msg89005#msg89005
« Reply #19 on: June 12, 2010, 12:55:42 am »
Again, Kael Hate, or other curator, please comment?

About that...if they check this thread they'll comment anyways so what's the point of commenting on this thread?

Best solution - PM them.
Well Kael was commenting on a crapload of things, all but mine. :|

miniwally

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Re: Forge | Smith https://elementscommunity.org/forum/index.php?topic=7882.msg89014#msg89014
« Reply #20 on: June 12, 2010, 01:00:30 am »
It depends, the ones with the passive abilities are (dagger and arsenic) but the ones with active abilities aren't because you're not going to be able to use them.
But a never-ending item spawner is still not really balanced. Think, you can spawn ANY item for a 3 or 4 earth permanent that costs 2 or 3 fire to generate? THAT is OP.
Yes but you'll jut be replacing a different one.

Offline Zac33333Topic starter

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Re: Forge | Smith https://elementscommunity.org/forum/index.php?topic=7882.msg89028#msg89028
« Reply #21 on: June 12, 2010, 01:15:18 am »
It depends, the ones with the passive abilities are (dagger and arsenic) but the ones with active abilities aren't because you're not going to be able to use them.
But a never-ending item spawner is still not really balanced. Think, you can spawn ANY item for a 3 or 4 earth permanent that costs 2 or 3 fire to generate? THAT is OP.
Yes but you'll jut be replacing a different one.
Not with a deck like:

Entropy Mark
8 Stone Towers
4 Quantum Towers
6 Supernovas
6 Smiths
6 Animate Weapons

Then it makes a whole new strategy of overpoweredness
:|

Ruduen

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Re: Forge | Smith https://elementscommunity.org/forum/index.php?topic=7882.msg89083#msg89083
« Reply #22 on: June 12, 2010, 02:29:39 am »
Have to agree that it should be a permanent. Right now, it's just much easier to use the weapon you have in mind.

Also, what do you mean by "common weapon"? Do you mean all of the unupgraded ones? For some reason, the first time I saw it, the only ones I thought were common were the cheap non-elemental ones.
Yeah Longsword Hammer and Dagger

Upped generated Non-Upgraded rares (The elemental ones)
Dagger costs 0, Short Sword costs 1, Hammer costs 2. If it's not perm, how are you justifying the extra 5 (at best) specific quanta?

I have to agree, it needs an increase in power. Make it at least possibly generate elemental at first and upgraded elemental after, make it permanent, or maybe both with cost tweaks. You only have 6 flying weapon, and any permanent destruction can target it instead of your weapon.

Offline Zac33333Topic starter

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Re: Forge | Smith https://elementscommunity.org/forum/index.php?topic=7882.msg89101#msg89101
« Reply #23 on: June 12, 2010, 03:09:56 am »
Have to agree that it should be a permanent. Right now, it's just much easier to use the weapon you have in mind.

Also, what do you mean by "common weapon"? Do you mean all of the unupgraded ones? For some reason, the first time I saw it, the only ones I thought were common were the cheap non-elemental ones.
Yeah Longsword Hammer and Dagger

Upped generated Non-Upgraded rares (The elemental ones)
Dagger costs 0, Short Sword costs 1, Hammer costs 2. If it's not perm, how are you justifying the extra 5 (at best) specific quanta?

I have to agree, it needs an increase in power. Make it at least possibly generate elemental at first and upgraded elemental after, make it permanent, or maybe both with cost tweaks. You only have 6 flying weapon, and any permanent destruction can target it instead of your weapon.
But that is why I made Forge HALF the cost of Smith. Forge can be easily fit in with mono earth. But Smith needs 10 earth AND 4 fire, so its really 14, not 10.
And it breaks the strict mono-element usage, because it requires fire. Also, seeing how the rares can be any of 12 elements, it would ALSO possibly require all of the other towers, or quantum towers. So it balances itself out with its mono-rainbow property placement, because with the upped version, you pretty much need a rainbow, but unupped can be used rainbow OR mono.

 

anything
blarg: