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Offline mildlyfrightenedboyTopic starter

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Re: Meteor | Meteor https://elementscommunity.org/forum/index.php?topic=40987.msg507520#msg507520
« Reply #12 on: June 04, 2012, 05:56:06 am »
If you have to keep adding conditions to make the card useable, it probably needs a redesign.

Here's a redesign idea that should cover the Chimera / Heal / Quint problems:

The creature is 0/4 | 0/3.
"Meteor enters play with 3 | 2 delay counters and one poison counter.  Meteor deals 20 extra damage with attacks and cannot gain HP."

The ability is passive.
I am 99% certain that this doesn't leave any loopholes deviating from two results:
- Meteor attacks and deals a ton of damage
- Meteor takes damage from any source and dies before dealing damage


Fire already has a lot of high-attack but very vulnerable creatures.  What would this card add?

This is a creature with the effect of a spell, like Spark.  When used, it deals massive damage after 3 | 2 turns unless the opponent destroys it.  It fits the glass cannon theme of :fire.
« Last Edit: June 04, 2012, 05:57:39 am by mildlyfrightenedboy »
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Offline Cheesy111

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Re: Meteor | Meteor https://elementscommunity.org/forum/index.php?topic=40987.msg507524#msg507524
« Reply #13 on: June 04, 2012, 06:01:13 am »
Yes, but fire already has plenty of glass cannons (Crimson Dragon being the closest to Meteor, but Seraph and Lava Golem also qualifying).  Why do they need yet another?

Offline AP579

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Re: Meteor | Meteor https://elementscommunity.org/forum/index.php?topic=40987.msg507533#msg507533
« Reply #14 on: June 04, 2012, 07:08:39 am »
The suggestion you put means that it won't attack more than once, ever.
I'd suggest:
0|1
Gains +20|+0 after 3 turns.
HP cannot increase.
Cannot be immaterial.

Um, Cheesy, I'm kind of confused. It's the theme of the element... You don't have to add a creature that completely doesn't fit just for the sake of not fitting.
I only haz green.

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Offline mildlyfrightenedboyTopic starter

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Re: Meteor | Meteor https://elementscommunity.org/forum/index.php?topic=40987.msg507536#msg507536
« Reply #15 on: June 04, 2012, 07:13:55 am »
The suggestion you put means that it won't attack more than once, ever.

That's the point.
This thing seemed dead inside. It seemed like an automaton, trying to act like as if it was alive. The effect was unsettling.
Orianna made a sound that supposed to a girl's squeal of glee and hugged The Ball. While it might have been touching, it was unfortunately only horrifying.

Offline Annele

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Re: Meteor | Meteor https://elementscommunity.org/forum/index.php?topic=40987.msg507541#msg507541
« Reply #16 on: June 04, 2012, 07:32:50 am »
You could make it untargetable, and have it die when it attacks. Just a suggestion, may need an attack decrease if used.
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Offline Pineapple

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Re: Meteor | Meteor https://elementscommunity.org/forum/index.php?topic=40987.msg507542#msg507542
« Reply #17 on: June 04, 2012, 07:34:58 am »
How does a meteor attack several times even after this delay?

Maybe give it a pseudo-acceleration, where it gains +5/-1 permanently each turn [to prevent healing] it is delayed and a base HP of 3?



This makes sense, more-so than the 0-attack suggestions. Remember that Adrenaline removes the delay without any extra negative effects (for example if it can only attack one turn w/o adrenaline it can only attack one turn w/ adrenaline) and that Adrenaline can be TU'd.

I also agree about adding too many conditions. Whenever a card with many conditions is added into the game, it restricts the spectrum of new cards (unless new conditions are added to the problematic card every time a balanced but incompatible card is added).

@Annele: Untargetable by controller.* What you suggested makes it immune to CC, which completely removes the "glass cannon" aspect.

Offline OdinVanguard

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Re: Meteor | Meteor https://elementscommunity.org/forum/index.php?topic=40987.msg509137#msg509137
« Reply #18 on: June 08, 2012, 07:14:05 pm »
One solution for the chimera problem that might work would be to have the delay carry over when chimera is cast.
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Offline Annele

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Re: Meteor | Meteor https://elementscommunity.org/forum/index.php?topic=40987.msg509163#msg509163
« Reply #19 on: June 08, 2012, 08:51:34 pm »
How does a meteor attack several times even after this delay?

Maybe give it a pseudo-acceleration, where it gains +5/-1 permanently each turn [to prevent healing] it is delayed and a base HP of 3?



This makes sense, more-so than the 0-attack suggestions. Remember that Adrenaline removes the delay without any extra negative effects (for example if it can only attack one turn w/o adrenaline it can only attack one turn w/ adrenaline) and that Adrenaline can be TU'd.

I also agree about adding too many conditions. Whenever a card with many conditions is added into the game, it restricts the spectrum of new cards (unless new conditions are added to the problematic card every time a balanced but incompatible card is added).

@Annele: Untargetable by controller.* What you suggested makes it immune to CC, which completely removes the "glass cannon" aspect.

But you can't exactly touch a meteor.
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Offline mildlyfrightenedboyTopic starter

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Re: Meteor | Meteor https://elementscommunity.org/forum/index.php?topic=40987.msg509167#msg509167
« Reply #20 on: June 08, 2012, 09:10:35 pm »
How does a meteor attack several times even after this delay?

Maybe give it a pseudo-acceleration, where it gains +5/-1 permanently each turn [to prevent healing] it is delayed and a base HP of 3?



This makes sense, more-so than the 0-attack suggestions. Remember that Adrenaline removes the delay without any extra negative effects (for example if it can only attack one turn w/o adrenaline it can only attack one turn w/ adrenaline) and that Adrenaline can be TU'd.

I also agree about adding too many conditions. Whenever a card with many conditions is added into the game, it restricts the spectrum of new cards (unless new conditions are added to the problematic card every time a balanced but incompatible card is added).

@Annele: Untargetable by controller.* What you suggested makes it immune to CC, which completely removes the "glass cannon" aspect.

But you can't exactly touch a meteor.

Yes, you can.  With giant space lasers.

Anyway, this is the mechanic concept:
The card sits there, doing nothing for 2/3 turns.  If the enemy sneezes in its direction, it dies and nothing happens.  If it doesn't die when the stalled duration is over, it deals massive damage and goes away forever.
This thing seemed dead inside. It seemed like an automaton, trying to act like as if it was alive. The effect was unsettling.
Orianna made a sound that supposed to a girl's squeal of glee and hugged The Ball. While it might have been touching, it was unfortunately only horrifying.

Offline OdinVanguard

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Re: Meteor | Meteor https://elementscommunity.org/forum/index.php?topic=40987.msg509168#msg509168
« Reply #21 on: June 08, 2012, 09:12:12 pm »
If you have to keep adding conditions to make the card useable, it probably needs a redesign.

Here's a redesign idea that should cover the Chimera / Heal / Quint problems:

The creature is 0/4 | 0/3.
"Meteor enters play with 3 | 2 delay counters and one poison counter.  Meteor deals 20 extra damage with attacks and cannot gain HP."

The ability is passive.
I am 99% certain that this doesn't leave any loopholes deviating from two results:
- Meteor attacks and deals a ton of damage
- Meteor takes damage from any source and dies before dealing damage


Fire already has a lot of high-attack but very vulnerable creatures.  What would this card add?

This is a creature with the effect of a spell, like Spark.  When used, it deals massive damage after 3 | 2 turns unless the opponent destroys it.  It fits the glass cannon theme of :fire.
So maybe have it be a 1|1 creature with card text reading:
"Gets +19|-1 when attacking, but comes into play delayed for 3 rounds and cannot be healed or have max hp raised."
granted, you could still quint it, but thats a 2 card combo for a 1 shot attack in 3 rounds so I'm not too worried about it.

This solves healing, buffing, quint and chimera. And makes it fit the tough to pull off but highly deadly one shot glass cannon you are after.
I actually really like this cards concept.
Yes, but fire already has plenty of glass cannons (Crimson Dragon being the closest to Meteor, but Seraph and Lava Golem also qualifying).  Why do they need yet another?
While fire certainly does have other glass cannon type cards e.g. crimson dragon, this one is quite unique. It stands out from fire's other "glass cannon" cards because all the others are more or less guaranteed the chance to deal damage. This card, while very powerful, is by no means guaranteed to even get its single attack.
In short, it has the highest cost to damage ration in the game, but also by far the greatest risk of failure.
Personally I think it will make a great addition for fire.
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: