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Offline BloodshadowTopic starter

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The 13th Element https://elementscommunity.org/forum/index.php?topic=1892.msg16325#msg16325
« on: January 10, 2010, 04:41:20 am »
I believe that many of us wanted to make new elements in this game. Well, if you want to add a new element to the game, this is the thread to talk about it. You can give a description of what your element is about, a list of cards that belong to that element, etc. When suggesting new cards for your proposed elements, please keep all contents related to that element in one post.

I know that to add a new element, the game graphics must be drastically changed. However, I propose that whatever new element we create, the quanta of that element you possess is shown on the picture of the pillar. This could be problematic, if the pillar cluster is destroyed... Another solution could be, if there is only a single 13th element, the quanta is shown on your Mark.

I'll start with my own element. My new element is Divine.

Divine is the element of the Gods, and it is something that cannot be described, something that is entirely outside of the realm of the 12 material elements. The element of Divine is the essence in which the Gods are created, and this very element is the thing that marks the difference between Gods and mortals.

All Divine cards are rare, and cannot be bought at the Bazaar. They can only be won from fighting the Gods themselves. To all people who know me on Kongregate: no, this is not the Avatar/Relic/Taboo/Demigod idea I was suggesting on Kong.

One Divine quantum is equivalent to three random quanta from other elements. For example, you can summon a Divine Dragon using 30 random quanta, or you can summon a Firefly Queen (6 Air) using 2 Divine quanta.

Divine Pillar: Permanent (0 Divine)
Generate 1 Divine every turn.

Divine Dragon: 15/15 (10 Divine)

Excalibur: Weapon (7 Divine)
Deal 0 damage per turn.
Divine Blade (2 Divine): The effect of this ability depends on who you target.
Target your creature to give it +2/+2.
Target enemy creature to give it -2/-2.
Target yourself to heal for 10 HP.
Target opponent to deal 10 damage.

Aegis: Shield (7 Divine)
All damage dealt to you are halved, then reduced by 1.
Momentum cannot bypass this shield.
Spells are reflected against your opponent.

Divine Wrath: Spell (7 Divine)
Instantly destroy the target creature or permanent.

Divine Protection: Spell (2 Divine)
The target creature or permanent gain +1 Revive.

+X Revive: Status
For X times, if the creature/permanent is killed/destroyed, it is instead returned to the condition when it was summoned.

Divine Intervention: Permanent (13 Divine)
All your creatures and permanents gain +1 Revive when they're played.

Divine Cleric: 5/5 (5 Divine)
Restore (2 Divine): The target creature is returned to the condition when it was summoned.

Divine Link: Permanent (7 Divine)
This card applies to all your creatures.
If the creature has higher ATK than HP, then it gains +1/+1 for your every 10% HP below 50%.
If the creature has higher HP than ATK, then it gains +1/+1 for your every 10% HP above 50%.
For example, if you have a Crimson Dragon, and your HP was 40, your dragon gains +1/+1 because your HP was 10 below 50; if you have a Firefly Queen and you're at 80 HP, your FFQ gains +3/+3 because your HP was 30 above 50.

Shard of Divinity and Shard of Gratitude should also be changed to Divine cards.

Just those for now... I'll come back and add more cards later.
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PuppyChow

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Re: The 13th Element https://elementscommunity.org/forum/index.php?topic=1892.msg16329#msg16329
« Reply #1 on: January 10, 2010, 05:56:31 am »
Well, I don't support a thirteenth element, so I'm not going to even attempt to make one. But I'll comment on yours.

The Aegis is OP; for 7 earth quantum, you get a diamond shield that blocks three damage. And its still one of the strongest shields in the game.

For 7 divine quantum, you get a shield that can block up to 8 damage (from Ruby dragons). If a creatures attack is at FOUR, you get the same effect as a diamond shield. Only for 3 and 2 attack creatures would the diamond shield be better for, and even then it would simply be one damage per creature.

And I'm not even mentioning Aegis's other effects.

I think the Divine Dragon is OP, too. We have an ivory dragon for 10 death that's 11/6. And a Divine Dragon for 10 divine that's 15/15. OP. We have a ruby dragon that's 15/2 and costs MORE than that divine dragon.

The whole revive mechanic seems a bit OP too. Not as bad as the above though.

Don't go and say "Well they're rares, so they can be OP!". They can't. They *can* be strong. Eternity is strong. Miracle is strong. But they aren't OP. If we followed the logic that rare cards can be OP, we should just make an instant win card for three general quantum that is just super duper ultra rare.

Offline BloodshadowTopic starter

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Re: The 13th Element https://elementscommunity.org/forum/index.php?topic=1892.msg16330#msg16330
« Reply #2 on: January 10, 2010, 06:14:07 am »
Basically, the thing I was thinking is that it'll be hard to win even a Divine Pillar. For the Aegis shield, the cost should be 21 random quanta, because 1 Divine quantum equals 3 random quanta. The thing with Divine is that it is of "higher grade" than regular elements; in other words, 1 Divine quantum is worth more than 1 regular quantum. I hope that balances things a bit; if not maybe 1 Divine should be changed to 4 regular or even 5.

Oh yeah, Quantum Pillars. So... 1 Divine = 4 or 5?
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

PuppyChow

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Re: The 13th Element https://elementscommunity.org/forum/index.php?topic=1892.msg16334#msg16334
« Reply #3 on: January 10, 2010, 07:06:36 am »
It wouldn't. You're using the excuse that divine pillars/towers would be hard to get.

That doesn't work. I know *I* would farm until I had 10 of them. And then would be pretty good at pvp.

The other problem is that it can't be of a "higher grade". That's basically begging everybody to farm until they can make a divine deck. Divine decks would turn into things like upgraded decks, but much more. Upgraded cards are a higher grade than the normal version. But that's alright, since it's just a single card. A whole ELEMENT that is a higher grade than the other ELEMENTs is not a good idea. With upgraded cards you at least still get variety of upgraded decks.

As to the random quantum cost, if you were to make none of the cards OP, 3 would be just fine.

Silkenfist

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Re: The 13th Element https://elementscommunity.org/forum/index.php?topic=1892.msg16367#msg16367
« Reply #4 on: January 10, 2010, 10:53:46 am »
I'll add myself to the group of "Against the 13th Element". There is a LOT of versatility between elements already and the game needs more options within a single element than anything else.

Offline Kamietsu

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Re: The 13th Element https://elementscommunity.org/forum/index.php?topic=1892.msg16371#msg16371
« Reply #5 on: January 10, 2010, 10:55:13 am »
Wow, that's definitely interesting. I don't support a thirteenth element either but if Divine were to be one, I'd probably protest like crazy for it to be removed or make divine an unobtainable element that only the mother of all gods possessed as a large endgame. Talk about a next to impossible challenge.
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Re: The 13th Element https://elementscommunity.org/forum/index.php?topic=1892.msg16389#msg16389
« Reply #6 on: January 10, 2010, 12:14:54 pm »
What all of them said. This Bovine Divine element should be Cow God only. And I protest against Aegis's ability to block Momentum. This ruins the whole point, same as removing Immateriality.


Offline BloodshadowTopic starter

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Re: The 13th Element https://elementscommunity.org/forum/index.php?topic=1892.msg16535#msg16535
« Reply #7 on: January 10, 2010, 09:17:01 pm »
How about the Divine cards are only from Zanzarino himself?

Or... How about that you can only obtain 1 Divine card per 24 hours? So even if you grind like crazy, you can only get 10 Divine Pillars in 10 days.

The lack of pillars is to discourage people from using Divine cards. Without Divine Pillars, the Divine cards will be incredibly high-cost.
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

icybraker

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Re: The 13th Element https://elementscommunity.org/forum/index.php?topic=1892.msg16542#msg16542
« Reply #8 on: January 10, 2010, 10:01:06 pm »
Lemme get this straight. To use divine cards, you either use 3 of any quanta or use 1 Divine quantum?

As I'm sure someone mentioned earlier, one would use Quantum Towers in place of Divine towers in order to play these cards.

Winning 1 a day sounds good, so building a divine deck would both be time-consuming and costly, I would assume. Winning Divine cards from tournies would also be a good incentive :)

I'm assuming you can upgrade these Divine cards. These will probably be the most powerful cards in the game.

If we're actually going to implement new elements, to keep the balance, we should aim for a 16-element set, with Divine, Void, Blood, and Machine being the next 4.

bobcamel

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Re: The 13th Element https://elementscommunity.org/forum/index.php?topic=1892.msg16554#msg16554
« Reply #9 on: January 10, 2010, 10:16:14 pm »
Yeah, 16 elements sounds kind of. I feel it should be divisible by 4.

This, and I still don't like the idea. Even if we could get one per day, only from the strongest enemy possible, and only by luckrolls, the imbalance will be imbalance in comparice to other cards.

Taulmaril

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Re: The 13th Element https://elementscommunity.org/forum/index.php?topic=1892.msg16570#msg16570
« Reply #10 on: January 10, 2010, 10:49:51 pm »
When I first joined elements, and I saw that there were 12 elements and each had their own massive array of cards I was very intrigued.  But then I saw at the bazaar that the number of cards in each element only filled a fraction of the screen.  I think we have a long way to go as far as increasing the complexity and options for each element before we should be thinking about more elements.

 

blarg: