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Offline Demagog

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Re: Mounts https://elementscommunity.org/forum/index.php?topic=5476.msg55399#msg55399
« Reply #12 on: April 18, 2010, 09:55:38 pm »
Lol that would be way overpowered. You could have a deck that relies entirely on those for quanta production. All you'd need is one.

jallenw

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Re: Mounts https://elementscommunity.org/forum/index.php?topic=5476.msg55402#msg55402
« Reply #13 on: April 18, 2010, 10:02:48 pm »
Maybe, the mounts do cost 8 or 9 quantum in most cases.  You would still need something to get the entropy to drop the mount, or wait 8 turns with mark of entropy...

jallenw

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Re: Mounts https://elementscommunity.org/forum/index.php?topic=5476.msg55529#msg55529
« Reply #14 on: April 19, 2010, 02:20:00 am »
The initial concept design for all 12 mounts has been finished. 

jallenw

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Re: Mounts https://elementscommunity.org/forum/index.php?topic=5476.msg55901#msg55901
« Reply #15 on: April 19, 2010, 07:14:17 pm »
Update: I have added an image containing all the mounts so that you can view them side-by-side for comparison.

Offline yaladilae

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Re: Mounts https://elementscommunity.org/forum/index.php?topic=5476.msg55918#msg55918
« Reply #16 on: April 19, 2010, 07:32:01 pm »
Nice balancing however I would still feel water is very weak, what about deal 1 damage to the mount and freeze the opponent target, or  make it like another octopus!

And darkness definitely is overpowered...
Steal alone cost 3, and your mount only cost 2, and no side effect
Darkness should be prehaps drain 5 life off your opponent, that might sound more fun!


jallenw

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Re: Mounts https://elementscommunity.org/forum/index.php?topic=5476.msg55929#msg55929
« Reply #17 on: April 19, 2010, 07:40:51 pm »
Those comments are best made on the topics for the specific cards, as they are already being discussed there.

jallenw

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Re: Mounts https://elementscommunity.org/forum/index.php?topic=5476.msg64020#msg64020
« Reply #18 on: May 05, 2010, 08:22:44 pm »
Bump.

1 of my mounts (Thundermare) made it into the crucible.  Please give me advice on the other mounts so that we can make them all perfectly balanced.  Thanks.

jallenw

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Re: Mounts https://elementscommunity.org/forum/index.php?topic=5476.msg66152#msg66152
« Reply #19 on: May 09, 2010, 10:15:27 pm »
Updated news about the mounts and mount concept:

Thundermare: Is now in the crucible.
Trojan Pony: Gives momentum to a creature for 1 turn.
Chaos Stallion: lycanthropy ability granted costs 2 random quanta.
Ghost Stallion: ability can only be used on your own creatures
Terrasque: Cost of the ability has been increased, but can be used every turn to switch enshrine targets as needed.
Seahorse: removes 1 or 2 poison/plague counters.
Mare Crisium: ability can only  be used on your own creatures.
Midnight Tiger: Can only steal once then loses the ability.
Divine Pony: Completely new skill: Salvation. Activates when your life would be reduced to 1 or less and heals you for 50 hp and Divine Pony loses the ability.
Emerald Unicorn: heals both players
Charcoal Stallion: Sacrifice to destroy target perm.  Stats reduced.
Energy Pegasus: Is now in the crucible.


Daneman

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Re: Mounts https://elementscommunity.org/forum/index.php?topic=5476.msg69094#msg69094
« Reply #20 on: May 15, 2010, 02:52:00 pm »
I wouldnt expect it to be a spell on a stick

I would expect a mount to be something you ride, like a warhorse, to increase your speed / atk / hp

So for example Fire mount can be (given the characteristic of fire's high atk and low hp)
1 :fire Link it to a fire creature, the creature gets +3|0 (you can re-link it to another creature next turn by re-casting the skill, or keep it linked to the same creature)

And this mount itself is a permenant where you wield it next to your shield slot (new slot)

Or to make it to another extreme, you can see it as your avatar (you controlling the creaturs etc) rides the mount.
So it could be something like 2 :fire all your FIRE creature gets +3|0 until the end of turn
Where the mount makes you better at commanding your fire creature and hence the boost

Cost etc of coz are subject to changes
i like this much more than the original mount idea... It would make much more sense than a mount just being a creature. And darkness is now underpowered, it is just an extremely overpriced steal which can do some damage... yaladilae's idea of drain 5 damage was good. Maybe you could do something like drain a random amount of damage per turn with a maximum of 8? That would be better than steal i think because you rarely need more steals than the 6 you can put in your deck.

penguin3921

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Re: Mounts https://elementscommunity.org/forum/index.php?topic=5476.msg214907#msg214907
« Reply #21 on: December 02, 2010, 08:13:16 am »
Completely new abilities? Let's do this. Are you thinking defensive or offensive? I'll do all.

:entropy Gamble: Every time target creature uses its skill, it becomes -1|-2.
:death Ritual: Sacrifice target creature. Ghost Stallion gains +1|+1.
:gravity Galvanize: Target creature becomes -2|0 but gains Momentum.
:earth Block: Target loses 5 HP. Anything that targets it has a 25 % chance of missing and attacks directed at it also have a 25 % chance of missing. Can target players or creatures.
:life Sympathy: This creature becomes -1|-1. Target creature gains +3|+3.
:fire Frenzy: Target creature becomes +1|-1.
:water Tidal Wave: Target creature becomes 0|-2. Gain :water.
:light Advent: Target creature gains +1|0 for every card summoned to the field.
:air Wings: Target creature loses its active ability and gains the Dive ability.
:time Revert: Target creature is restored to the form it was in when it was originally summoned.
:darkness Shadow Bond: Gain :death :death. This ability can be used multiple times per turn.
:aether Mirage: Summon a copy of the target creature. The copy has 0 health.

Some ideas are similar or are simply pulled from other ideas I found in the forums. Their costs should be scaled due to their relative power. For example, Mirage is quite powerful and should cost 3 :aether while Frenzy is not too powerful and should cost 1 :fire.
i like mirage and ritual, they're balanced

Offline AnonymousRevival

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Re: Mounts https://elementscommunity.org/forum/index.php?topic=5476.msg214937#msg214937
« Reply #22 on: December 02, 2010, 09:53:19 am »
Why not create a warrior that rides on these mounts?
Ignotum venit retro vivere. :aether :light

Drobbit

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Re: Mounts https://elementscommunity.org/forum/index.php?topic=5476.msg214959#msg214959
« Reply #23 on: December 02, 2010, 11:31:48 am »
I think that the mounts have to give bonus to the player instead of being just other creatues. Like more hit points, shield bonus, attack bonus. They could improve your weapon or shield, give you health each turn as the SoG does, take over the damage (as a gravity pull) etc.
 :gravity mount: give momentum to your weapon and has a gravity pull on it
 :aether give inmortality to your shield
 :air flying weapon
 :darkness steal opponent weapon and/or shield
 :death poison to the weapon
 :earth protect artifact to both shield and weapon
 :entropy antimatter to opponet weapon
 :fire fire damage to your weapon or fire shield bonus to your shield
 :life hp recovering and/or purify
 :light up hp maximum
 :time stasis to enemy weapon on each attack
 :water congeal ability to your shield

 

blarg: