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Offline storyteller

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Re: Nature's Harmony | Nature's Harmony https://elementscommunity.org/forum/index.php?topic=40742.msg506094#msg506094
« Reply #12 on: May 31, 2012, 07:25:41 am »
things over 15 should get set to 3.

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Re: Nature's Harmony | Nature's Harmony https://elementscommunity.org/forum/index.php?topic=40742.msg506216#msg506216
« Reply #13 on: May 31, 2012, 05:52:25 pm »
things over 15 should get set to 3.
Why?

Offline storyteller

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Re: Nature's Harmony | Nature's Harmony https://elementscommunity.org/forum/index.php?topic=40742.msg506218#msg506218
« Reply #14 on: May 31, 2012, 06:02:01 pm »
better creature control, prevents abuse, more versatility.

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Re: Nature's Harmony | Nature's Harmony https://elementscommunity.org/forum/index.php?topic=40742.msg506364#msg506364
« Reply #15 on: June 01, 2012, 12:08:06 am »
better creature control, prevents abuse, more versatility.
Doesn't really fit thematically.

Offline storyteller

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Re: Nature's Harmony | Nature's Harmony https://elementscommunity.org/forum/index.php?topic=40742.msg506367#msg506367
« Reply #16 on: June 01, 2012, 12:34:23 am »
harmony and balance, that the very big are hard to maintain, that the greatest fall, etc. I think it fits really well and balances the card out. so that instead of taking a large dragon and making it 15 15, it becomes 3 3

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Re: Nature's Harmony | Nature's Harmony https://elementscommunity.org/forum/index.php?topic=40742.msg506395#msg506395
« Reply #17 on: June 01, 2012, 02:02:31 am »
harmony and balance, that the very big are hard to maintain, that the greatest fall, etc. I think it fits really well and balances the card out. so that instead of taking a large dragon and making it 15 15, it becomes 3 3
The theme of it was to make something "perfect" and fit nicely with adrenaline. Making something suddenly lose that much attack is not what I planned.

Offline Tiscooler

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Re: Nature's Harmony | Nature's Harmony https://elementscommunity.org/forum/index.php?topic=40742.msg506668#msg506668
« Reply #18 on: June 01, 2012, 10:14:12 pm »
This is a bad idea.

This would create a cheaper and buffed version of the Lava Destroyer rush again, since one +2 growth puts it into the sweet spot to rise to 15 attack. Considering it was the game's strongest rush,  I don't think we really want it back and better than before, with the ability to also throw rage potions at them to speed up the rush process as they grow.

This deck would also allow for, if it still healed to 15 health with over 15 attack, a PVP seraph OTK using 8 cards, something we don't need more of:

Seraph + Nature + Rage Pot + Rage Pot + Nature (raises HP back to 15) + Rage Pot + PU + Sky Blitz
 
(12+3+6+6+6)*2*2= 132 damage, killing standard nonbuffed players. Immortal them. The next turn hits for 66 damage 198 health, killing any deck with less than 200 health. Immortal them. Final hit kills anything left over. Using a max health reducing shard or spell like fireball at some point in the setup means that the second hit is an ensured kill.

Fairly strong combo, and though hard to set up, it is unstoppable once in motion without a shield. It is also a cheaper rush than Limitless speed OTK.
« Last Edit: June 01, 2012, 10:19:39 pm by Tiscooler »

Offline AP579

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Re: Nature's Harmony | Nature's Harmony https://elementscommunity.org/forum/index.php?topic=40742.msg506678#msg506678
« Reply #19 on: June 01, 2012, 10:41:13 pm »
This is a bad idea.

This would create a cheaper and buffed version of the Lava Destroyer rush again, since one +2 growth puts it into the sweet spot to rise to 15 attack. Considering it was the game's strongest rush,  I don't think we really want it back and better than before, with the ability to also throw rage potions at them to speed up the rush process as they grow.

This deck would also allow for, if it still healed to 15 health with over 15 attack, a PVP seraph OTK using 8 cards, something we don't need more of:

Seraph + Nature + Rage Pot + Rage Pot + Nature (raises HP back to 15) + Rage Pot + PU + Sky Blitz
 
(12+3+6+6+6)*2*2= 132 damage, killing standard nonbuffed players. Immortal them. The next turn hits for 66 damage 198 health, killing any deck with less than 200 health. Immortal them. Final hit kills anything left over. Using a max health reducing shard or spell like fireball at some point in the setup means that the second hit is an ensured kill.

Fairly strong combo, and though hard to set up, it is unstoppable once in motion without a shield. It is also a cheaper rush than Limitless speed OTK.

@ Lava Golem
I think 9 is slightly closer to 8 than 15, as I'm quite sure that a distance of 1 is less than a distance of 6.

@ Seraph "OTK"
12|1+Nature= 15|4
RagePot+15|4=Oopsie

Considering that furballdn decided to just leave it at increasing both, I think that's not what you meant. Even if that worked:

12+Nature=15|15
RagePot+RagePot+15|15=25|5
25|5+Nature=15|-5=Oopsie

Obviously this is a lot stronger than MANY OTKs. Because the fact that this takes 3 turns is obviously much, much stronger than Instosis, because most gods have no miracles, bonds, or any rushing power at all. Also, people who run the incredibly uncommon DimShield will kill you. People who run the almost unseen cards BB, RT, and Lightning might just kill your Seraphs if they SoD or StoneSkin, because of the extremely minor factor that there is summoning sickness.

Please understand the card and read replies first before you make an invalid rage.
Danke.
« Last Edit: June 01, 2012, 10:48:57 pm by AP579 »
I only haz green.

I like nymphs.

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Re: Nature's Harmony | Nature's Harmony https://elementscommunity.org/forum/index.php?topic=40742.msg506687#msg506687
« Reply #20 on: June 01, 2012, 11:08:25 pm »
harmony and balance, that the very big are hard to maintain, that the greatest fall, etc. I think it fits really well and balances the card out. so that instead of taking a large dragon and making it 15 15, it becomes 3 3
The theme of it was to make something "perfect" and fit nicely with adrenaline. Making something suddenly lose that much attack is not what I planned.

well its pretty OP.

Offline AP579

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Re: Nature's Harmony | Nature's Harmony https://elementscommunity.org/forum/index.php?topic=40742.msg506701#msg506701
« Reply #21 on: June 01, 2012, 11:43:21 pm »
Care to explain how this is OP?
ATK-3-2-101234567891011121314151617
Stat Change0|0-1|-1-2|-2+3|+3+2|+2+1|+10|0-1|-1-2|-2+2|+2+1|+10|0-1|-1-2|-2-3|-3+3|+3+2|+2+1|+10|0-1|-1-2|-2
Final ATK-3-3-3333333888888151515151515
Note that the greatest buff this grants is +3|+3.
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Re: Nature's Harmony | Nature's Harmony https://elementscommunity.org/forum/index.php?topic=40742.msg506702#msg506702
« Reply #22 on: June 01, 2012, 11:43:50 pm »
This is a bad idea.

This would create a cheaper and buffed version of the Lava Destroyer rush again, since one +2 growth puts it into the sweet spot to rise to 15 attack. Considering it was the game's strongest rush,  I don't think we really want it back and better than before, with the ability to also throw rage potions at them to speed up the rush process as they grow.

This deck would also allow for, if it still healed to 15 health with over 15 attack, a PVP seraph OTK using 8 cards, something we don't need more of:

Seraph + Nature + Rage Pot + Rage Pot + Nature (raises HP back to 15) + Rage Pot + PU + Sky Blitz
 
(12+3+6+6+6)*2*2= 132 damage, killing standard nonbuffed players. Immortal them. The next turn hits for 66 damage 198 health, killing any deck with less than 200 health. Immortal them. Final hit kills anything left over. Using a max health reducing shard or spell like fireball at some point in the setup means that the second hit is an ensured kill.

Fairly strong combo, and though hard to set up, it is unstoppable once in motion without a shield. It is also a cheaper rush than Limitless speed OTK.

@ Lava Golem
I think 9 is slightly closer to 8 than 15, as I'm quite sure that a distance of 1 is less than a distance of 6.

@ Seraph "OTK"
12|1+Nature= 15|4
RagePot+15|4=Oopsie

Considering that furballdn decided to just leave it at increasing both, I think that's not what you meant. Even if that worked:

12+Nature=15|15
RagePot+RagePot+15|15=25|5
25|5+Nature=15|-5=Oopsie

Obviously this is a lot stronger than MANY OTKs. Because the fact that this takes 3 turns is obviously much, much stronger than Instosis, because most gods have no miracles, bonds, or any rushing power at all. Also, people who run the incredibly uncommon DimShield will kill you. People who run the almost unseen cards BB, RT, and Lightning might just kill your Seraphs if they SoD or StoneSkin, because of the extremely minor factor that there is summoning sickness.

Please understand the card and read replies first before you make an invalid rage.
Danke.

For your golem point, you are simply wrong. The stat rounds up, read the full post before you try to disprove a complaint. OP clarifies that if a monster has 4 attack, it gains four attack, it does not round down to three. This implys that the growth would go to 15. Since it seems that regardless of current HP (Op never specifies) there is an increase in health as well to match and reach the value, the HP growth either becomes the value to grow towards, or the amount grown. Either way, that means that lava destroyers can be rushed with 15 attack and either 7 or 15 health right out of the gate, both of which you can rage potion with impunity or simply grow as is, creating a five turn head start on attack growth, unbuffed. Follow with a parallel universe after that combo and you're already doing 30-42 damage a turn after two turns. This is unparalleled rushing.

As for the OTK issue, whether it still functions as a PVP and bronze and silver arena OTK is still up in the air, due to the issue of what health becomes when one plays the card and what happens when you play the card on a monster with attack above 15. Is it better than instosis? Hell no, as I pointed out fairly clearly the opponent would need to lack a shield. But I see no need to increase the number of OTKs in the wild, the ones we have are already annoying enough. The issue of golems is the more serious one anyways.

EDIT: The chart is wrong for the same reason your golem commentary is wrong.

Offline AP579

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Re: Nature's Harmony | Nature's Harmony https://elementscommunity.org/forum/index.php?topic=40742.msg506703#msg506703
« Reply #23 on: June 01, 2012, 11:44:17 pm »
Alright. New version will be up later where it costs 3|2 :life and sets the atk to either 3, 8, or 15 (whichever is closer). HP gained is equal to amount of attack changed. This is going to be really wonky with antimatter though.
I think 9 is closer to 8 than 15. Again. Plz read replies too, he just hasn't updated yet.

And discouraging OTKs is simply blatantly biased on your part. The problem I had with it was that you called it incredibly OP, when it is completely faulty.

Sorry for sarcasm, I'm afraid I'm addicted to it, nothing intended to be hurtful.

Cheers.
« Last Edit: June 01, 2012, 11:49:10 pm by AP579 »
I only haz green.

I like nymphs.

 

anything
blarg: