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Offline AvusXIV

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Re: Haunt | Haunt https://elementscommunity.org/forum/index.php?topic=28526.msg1017795#msg1017795
« Reply #12 on: November 26, 2012, 10:20:40 am »
"It's hard enough to get rid of creatures, allowing them to remain in any portion afterward is kind of unbalanced."

 firmly disagree, its pretty easy to get rid of creatures if you intend to do so.  most, if not all, elements have some form of CC, several actually specialize in it.

as to whether there is another similar card effect- i cannot say that i recall seeing it

To me Smurrf is at least definitely closer to what that card is able to cause by saying *op* than you claim it's *no prob*. In fact CC is not donated to you by the game, you have to use ur controls wisely enough...One turn may be ok, if, but never two.

I personally wouldn't put the card in the game at all, not the way it's now (affecting all creatures, and especially not for this low costs of 3 death quanta).
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Offline OdinVanguard

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Re: Haunt | Haunt https://elementscommunity.org/forum/index.php?topic=28526.msg1017892#msg1017892
« Reply #13 on: November 26, 2012, 10:23:23 pm »
I could swear I've seen this idea before... can't for the life of me remember when / where though...

At any rate, this could be quite powerful... maybe to the point of being OP in some cases. As a global effect, it is a serious nerf to non stun / lobo based CC when it comes to skill usage. The fact that it seems to affect both sides is a plus since it will be a double edged sword effect, but I'm not sure that is enough.

There are also a few annoying loopholes to consider:
1) Armagio - As a ghost, this effectively provides a 1 round immunity to creature attacks (except psion and momentum)
2) Fractal-Spark ... *shudders*
3) Shard of Focus (right now, it "dies" upon 3rd use. this is evident from the death effects it triggers upon doing so)
**Granted SoF is currently OP so this may be disregarded, but it helps emphasize the point
4) Rage Nymph - Sparktal *shudders again*
5) Instosis is even harder to cope with

Loopholes and balance aside, I love the theme and overall idea. It just needs some tweaking to rebalance and prevent abuse.
Some ideas off the top of my head:
-Limiting the number of times it could trigger per turn (could be made stackable)
-Change it to a spell card or give a limited duration
-Allow spirits to die from gravity pull effect (this is important or else armagio combo will be OP)
-Oddball idea: The spirits must be "Activated" - e.g. upon dying, the card gets a halo effect put on top of it. The player must click the halo, paying 1 quanta of the cards element, in order to remove the halo and allow the creature to attack or use its skill. This would help mitigate the sparktal problem.
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Offline Anarook

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Re: Haunt | Haunt https://elementscommunity.org/forum/index.php?topic=28526.msg1018139#msg1018139
« Reply #14 on: November 27, 2012, 11:36:16 pm »
I could swear I've seen this idea before... can't for the life of me remember when / where though...

Why are my posts always ignored.... See previous response
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Offline moomooseTopic starter

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Re: Haunt | Haunt https://elementscommunity.org/forum/index.php?topic=28526.msg1018186#msg1018186
« Reply #15 on: November 28, 2012, 02:11:49 am »
im not going to bother resubmitting the card, its all moot really.  i glanced back at your thread just out of curiousirty to see who had the idea first, but the dates look a bit screwy (as in the dates on posts are no-sequential), possibly messed up in the move?  but like i said, it really is moot.  i may try to think of another haunt mechanic, though i did like the original "sundial for permanents" idea.
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