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ishner

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Re: high level creatures? https://elementscommunity.org/forum/index.php?topic=21755.msg280139#msg280139
« Reply #12 on: February 28, 2011, 03:41:11 am »
i already have some ideas.
i was going to save them until voting was done but hear they are.

 :entropy  passive:  random effect on random creature each turn
      active:  ?

 :death  passive:  poisen opponent each turn
      active:  kill target creature

 :aether  passive:  small chance (5-10%) to block creature (like phase sheld)
      active:  ?

 :light  passive:  heal 3 of your creatures by 5 hp each turn
      active:  holy light

 :water  passive:  ?
      active:  purify target (creature or player)

 :fire  passive:  all creatures get +1|-1, can not kill (stack able)
      active:  rain of fire

 :time  passive:  ?
      active:  ?

 :life  passive:  heal player 5 each turn
      active:  generate frog

 :darkness  passive:  vampire
      active:  ?

 :earth  passive:  ?
      active:  ?

 :air  passive:  ?
      active:  ?

 :gravity  passive:  ?
      active:  momuntum on other creature

i didn't post this before beacous:
         1  not done
         2  very op  (wanted to get this mostly balanced before posting)
         3  to many things talked about all at once

this will get less strong!

sepratly

the plan here is to create creatures that need a high cost to be balanced.

thinking over my last post:
better no damage and higher starting cost
this is so that they are very difrant from dragons

on a third topic

immortal fits  :time very well to the point that it is the symbol of immortality
also :entropy:gravity:darkness:life, and  :death sort of fit beacous they have always been
only the core elements ( :air:earth:fire:water) don't fit



if you don't like this give spicific input

Offline OldTrees

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Re: high level creatures? https://elementscommunity.org/forum/index.php?topic=21755.msg280144#msg280144
« Reply #13 on: February 28, 2011, 03:57:27 am »
@ishner
Tip 1:
Never make 1 card when you could make 2 or more. A card idea should only have both an active and a passive when the abilities are a single unit not just thrown together
Tip 2:
Zanz has vetoed any more instant kill effects that do not take hp into account



By thematically appropriate with immateriality I was referring to the thematic nature of each element. The elements are named vaguely enough that almost any concept could be argued into each and every one. The thematic definitions of each element are narrower than the names. Creature Immateriality only exists currently in Aether and Burrow. Light and Earth have permanent protection making them also candidates. An element may be eternal but that does not make their creatures/permanents untargetable without additional thematic reason.

With the exception of Instant targeted killing and Firestorm on a stick all of your ideas could be put on smaller creatures or permanents. They do not justify a "high level" creature or permanent.

Instant targeted killing has been vetoed so it is down to Firestorm on a stick.

How would a firestorm on a stick be valuable to the game?

PS: Holy Light as a skill would be a bad idea. Death and Darkness have it bad enough. No need to hose them further. Plus Luciferin does the player healing effect and Angel does the creature healing effect.
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
"Nothing exists that cannot be countered." -OldTrees on indirect counters
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ishner

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Re: high level creatures? https://elementscommunity.org/forum/index.php?topic=21755.msg280148#msg280148
« Reply #14 on: February 28, 2011, 04:11:57 am »
did i not say
i didn't post this before beacous:
         1  not done
         2  very op  (wanted to get this mostly balanced before posting)

pleas stop replying before reading entire post.

also you may want to check on  :time
the card is called anubis.
true it uses  :aether to activate but it is still a  :time card


lutificin gives light power and angel is way less efishent.

pleas give ideas to make it better along side your critisim.

Offline OldTrees

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Re: high level creatures? https://elementscommunity.org/forum/index.php?topic=21755.msg280159#msg280159
« Reply #15 on: February 28, 2011, 04:31:54 am »
I did read the entire post and I did give suggestions to improve the ideas.
My suggestion was to take the ideas and put them each on an individual smaller creature with the exception of the instant kill and the rain of fire. I informed you of the veto on the first and asked your reason for the second so I could give better advice.

Archangel is very efficient and Light Nymph is more for the healing than the Bioluminescence.

PS: The skill immortality is an Aether skill and thus still falls in Aether and not Time yet.
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
"Nothing exists that cannot be countered." -OldTrees on indirect counters
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ishner

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Re: high level creatures? https://elementscommunity.org/forum/index.php?topic=21755.msg280170#msg280170
« Reply #16 on: February 28, 2011, 04:59:52 am »
oh

your advice was unclear

i appologise for getting angry.

the thing about lutificin is that it pays for its self

i still think that immortality is a  :time effect and means that you are unharmed by the passage of  :time and can't be killed.
Immateriality means that things go strait threw you and is an  :aether effect that stops people from killing you.

for the purpos of battle they are the same but they are different in the long run.
also notice creatures with imortality status have a  :time symbol

Offline OldTrees

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Re: high level creatures? https://elementscommunity.org/forum/index.php?topic=21755.msg280186#msg280186
« Reply #17 on: February 28, 2011, 05:17:07 am »
oh

your advice was unclear

i appologise for getting angry.

i still think that immortality is a  :time effect and means that you are unharmed by the passage of  :time and can't be killed.
Immateriality means that things go strait threw you and is an  :aether effect that stops people from killing you.

for the purpos of battle they are the same but they are different in the long run.
also notice creatures with imortality status have a  :time symbol
:time is used to manipulate the flow of time. You are saying that an untargetibility effect could be created by rapid time travel? Makes some sense. I will add time to my mental list.

I apologize for being unclear. Just in case my theoretical advice earlier was unclear as well I will restate it.

Ideas come in many forms. Two of these forms are Vehicles and Riders.
A Vehicle is a mechanic that modifies the usage of another mechanic known as a Rider.
Most Vehicles are riders for a higher vehicles
Ex:
Attack modifies the usage of damage per turn by making it susceptible to being blocked or miss.
Creature modifies the usage of Attack because there are a limited number of creature slots.
Skill modifies the usage of an effect by letting the effect be used on every turn after the first if an Activation cost is paid.
Card modifies the usage of a resource by requiring the card to be drawn first.

However different Vehicles have different pros and cons and thus are used for different reasons.
High level creatures (dragon or greater casting, activation and or absorb costs) are a vehicle for active and passive skills. Hence there are some reasons to use a high level over a low or mid level and vice versa depending on the skills in question.

The most important rule about a new vehicle is:
Do not try to think of a rider for a vehicle, wait for a rider to enter your mind and then evaluate it by each vehicle you know and then make it with the correct vehicle.
This often means that a new vehicle should wait a long time before a suitable rider is inspired. Do not force a rider to fit a vehicle you can break the card by trying that.
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
"Nothing exists that cannot be countered." -OldTrees on indirect counters
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eevee44

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Re: high level creatures? https://elementscommunity.org/forum/index.php?topic=21755.msg280208#msg280208
« Reply #18 on: February 28, 2011, 06:42:00 am »
couldn't you just get an anubis and immortilise the creature ???

eevee44

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Re: high level creatures? https://elementscommunity.org/forum/index.php?topic=21755.msg280209#msg280209
« Reply #19 on: February 28, 2011, 06:45:10 am »
Maybe for the high card idea you could cast out one card to be able to cast the next or have stat boosters? Of course they would have to cost a fair bit of :electrum

 

blarg: