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The_Aegis

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Light Improvement 1: Cleric/Priest https://elementscommunity.org/forum/index.php?topic=3126.msg26721#msg26721
« on: February 17, 2010, 03:00:21 am »
Most players think that Light is the worst element around, and I have to agree with them...

It's really hard (if not impossible) to make a Light mono deck that can fight equally with any other elements deck...

So, I thinked some new card that can help to improve the Light element.

This is the first:



I think it will work well as a rare, to make more difficult to spam them.

What do you think about it?

ScytherLoL

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Re: Light Improvement 1: Cleric/Priest https://elementscommunity.org/forum/index.php?topic=3126.msg26727#msg26727
« Reply #1 on: February 17, 2010, 03:27:52 am »
I like the idea as they say great minds think alike:

http://elementscommunity.org/forum/index.php/topic,2472.msg23572#msg23572
http://elementscommunity.org/forum/index.php/topic,2732.msg26535#msg26535
http://elementscommunity.org/forum/index.php/topic,2910.msg28302#msg28302

Its a great idea to have a creature out that can Bless as it leaves more room for creature control in other forms.

Great work.

Scyther

Offline Terroking

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Re: Light Improvement 1: Cleric/Priest https://elementscommunity.org/forum/index.php?topic=3126.msg26750#msg26750
« Reply #2 on: February 17, 2010, 04:38:08 am »
A "Blessing on a stick" has been a wanted card for some times, and this is a good way to have it. A very balanced card right now, I'd say. God job, this will definitely help light.

P.S. No need to have it rare.
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PuppyChow

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Re: Light Improvement 1: Cleric/Priest https://elementscommunity.org/forum/index.php?topic=3126.msg26763#msg26763
« Reply #3 on: February 17, 2010, 04:57:15 am »
I'm not so sure this is as balanced as you think. Look at growth creatures. Let's take lava destroyer.

5 fire, 7/1, +2/+2 for 1 earth

Now yours...

6 light, 4/4, +3/+3 for 2 light on a creature of your choice

Lava destroyer's ability costs less overall quantum, but at the same time priest's gives a bigger boost. However, note that lava destroyer's ability costs a different element from its casting cost. Overall, the lava destroyer's ability cost is harder to pay.

Next let's look at the ability itself. I've already explained that the lava destroyer's ability is harder to pay so it can be said it costs more, but +3/+3 on a creature of your choice is much better than +2/+2 on just the creature using the ability. So priest's ability costs less and has a better effect than an already strong lava destroyer.

Then let's look at the starting stats. Lava destroyer's main weakness is it's ability to be easily killed/eaten in the early going, since it is 7/1. Its +3 starting attack (when compared to priest) does not balance the -3 defense. If lava destroyer started 4/4, like priest, I would like it much better than its current 7/1 even though it would be less useful in speed decks. With 4 defense, the priest can survive most spells and after a single turn is out of range of an elite oty's eating ability, while a lava destroyer must wait 2 turns (3 turns if the oty has devoured any one thing). On top of that, the priest's element also has the card blessing and can be used with it to get a 7/7 creature right on the turn its played, making it very hard to kill before it gets going.

Finally let's look at the casting cost. Priest costs one measly quantum more than the lava destroyer in an element where high tower counts (and therefore lots of quantum) is beneficial (miracle). Though fire has fire bolt and fahrenheit, most decks that use lava destroyers don't use either. So for most light decks, 6 light isn't actually all that much.

So since I feel like I wrote an essay, tl;dr version:

-Blessing on a stick is not a good idea (unless it costs a LOT, like a light nymph, for instance. With an ability cost of 4 or so upgraded)
-Compared to lava destroyer, priest's ability cost is easier to pay and also is MUCH stronger
-Priest's starting stats are better for its purpose than lava destroyer's since it can withstand some blows when its at its weakest
-The priest would be in an element where having lots of towers is beneficial so its +1 casting cost is negligible

I wouldn't mind blessing on a stick, I just think it would need to cost a lot more than your's.

Offline Terroking

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Re: Light Improvement 1: Cleric/Priest https://elementscommunity.org/forum/index.php?topic=3126.msg26774#msg26774
« Reply #4 on: February 17, 2010, 05:13:07 am »
While creature of you choice is much better blessing costs twice as much (As you stated, most light decks have high-pillar count, so I'm just throwing that out there).

Re-looking at the card, lesser stats are probably better, Starting 2/2 would probably be the best of choices, maybe even 1/1.

Sidenote: Isn't it odd how many cards are compared to lava golem?
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Offline Glitch

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Re: Light Improvement 1: Cleric/Priest https://elementscommunity.org/forum/index.php?topic=3126.msg26775#msg26775
« Reply #5 on: February 17, 2010, 05:15:04 am »
Even making it a weakling wouldn't work, as the card can target itself.

PuppyChow

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Re: Light Improvement 1: Cleric/Priest https://elementscommunity.org/forum/index.php?topic=3126.msg26786#msg26786
« Reply #6 on: February 17, 2010, 05:37:34 am »
Even making it a weakling wouldn't work, as the card can target itself.
That's the idea I was going off of and why I compared it to lava destroyer :). The idea would be to use it as a +3/+3 growth that can also be used on another priest if that priest gets hurt somehow.

Quote
While creature of you choice is much better blessing costs twice as much
As I said in my essay, since the Lava Destroyer's ability also costs a different element and you are pretty much forced to take earth mark (unless it's a rainbow), this new priest's ability is much easier to pay for. I consider it like the Lava Destroyer's ability actually costs more :P.

An equitable creature, I would say, would cost 7 light to play, and its ability would be +3/+3 for 3 water and it would start at 2/2. Upgraded it could cost 2 water. The ability name would be Anoint or Holy Water instead :).

The_Aegis

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Re: Light Improvement 1: Cleric/Priest https://elementscommunity.org/forum/index.php?topic=3126.msg26790#msg26790
« Reply #7 on: February 17, 2010, 05:45:17 am »
I'm not so sure this is as balanced as you think. Look at growth creatures. Let's take lava destroyer.

5 fire, 7/1, +2/+2 for 1 earth

Now yours...

6 light, 4/4, +3/+3 for 2 light on a creature of your choice

Lava destroyer's ability costs less overall quantum, but at the same time priest's gives a bigger boost. However, note that lava destroyer's ability costs a different element from its casting cost. Overall, the lava destroyer's ability cost is harder to pay.

Next let's look at the ability itself. I've already explained that the lava destroyer's ability is harder to pay so it can be said it costs more, but +3/+3 on a creature of your choice is much better than +2/+2 on just the creature using the ability. So priest's ability costs less and has a better effect than an already strong lava destroyer.

Then let's look at the starting stats. Lava destroyer's main weakness is it's ability to be easily killed/eaten in the early going, since it is 7/1. Its +3 starting attack (when compared to priest) does not balance the -3 defense. If lava destroyer started 4/4, like priest, I would like it much better than its current 7/1 even though it would be less useful in speed decks. With 4 defense, the priest can survive most spells and after a single turn is out of range of an elite oty's eating ability, while a lava destroyer must wait 2 turns (3 turns if the oty has devoured any one thing). On top of that, the priest's element also has the card blessing and can be used with it to get a 7/7 creature right on the turn its played, making it very hard to kill before it gets going.

Finally let's look at the casting cost. Priest costs one measly quantum more than the lava destroyer in an element where high tower counts (and therefore lots of quantum) is beneficial (miracle). Though fire has fire bolt and fahrenheit, most decks that use lava destroyers don't use either. So for most light decks, 6 light isn't actually all that much.

So since I feel like I wrote an essay, tl;dr version:

-Blessing on a stick is not a good idea (unless it costs a LOT, like a light nymph, for instance. With an ability cost of 4 or so upgraded)
-Compared to lava destroyer, priest's ability cost is easier to pay and also is MUCH stronger
-Priest's starting stats are better for its purpose than lava destroyer's since it can withstand some blows when its at its weakest
-The priest would be in an element where having lots of towers is beneficial so its +1 casting cost is negligible

I wouldn't mind blessing on a stick, I just think it would need to cost a lot more than your's.

I thinked about it, and you are right, but I will not go this far as you say...

I reworked the cards to make them more expansive and less durable, so they are vulnerable to otyughs, rain of fire, paradox and other cards...

And, anyway, even if you are right about the eart cost of Lava golems skill being a downside, that not makes their skill more expansive... It's just an opportunity cost (you have to get earth mark), but we all know that every card will be played in decks suited for it, so noone playing lava golems will have problems paying for their skill.

And, as a last thing, I wanted new cards for Light monoes (that now are sucky), then I want to stick with a light-quant only card.


That are the new versions, tell me what you think about them:



Aegis

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Re: Light Improvement 1: Cleric/Priest https://elementscommunity.org/forum/index.php?topic=3126.msg26833#msg26833
« Reply #8 on: February 17, 2010, 10:03:58 am »
Increase the recurring costs. It shouldn't be that difficult with luciferine.

Lanidrak

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Re: Light Improvement 1: Cleric/Priest https://elementscommunity.org/forum/index.php?topic=3126.msg26866#msg26866
« Reply #9 on: February 17, 2010, 02:33:56 pm »
Still really powerful. Okay so the card - in it's latest version - costs 7 and 8 :light respectively to play. Then provided your opponent doesn't have any creature control in his hand (or on the table, but in that case, why would you play this) - the next turn you have a 6/4 creature... then a 9/7...

The essence of this card is that it is an improved version of Growth that can target any of your creatures. So, on that level, any sort of quanta cost / creature stats balancing cannot make it fair.

My suggestion will be to limit the number of times a Cleric/Priest can cast Blessing. By first making the ability unable to target itself - new coding. Then secondly, make the Blessing ability damage the Cleric/Priest.

So,
Cleric 4 :light
Stats: 2/3
Ability: 3 :light Blessing: Target creature gains +3/+3. Cleric takes 1 damage. Cannot target cleric.

Upgraded,
Priest 4 :light
Stats 2/4
Ability: 2 :light Blessing: Same as above.

My reasoning behind this is that Creatures with Abilities are immensely powerful. If played early on, take a Lava Destroyer (again..) or an Elite Otyugh played early on, they 9 times out of 10 can win you the game. And in that remaining 1 time out of 10 all you need is a Quintessence.

If Blessing were to damage the Cleric/Priest, then you would be forced to include Guardian Angels/Archangels in your deck if you wanted to spam their ability.

For me, Heal 5hp on a target creature is more or less useless. The only situation I've found myself in was in a very drawn out and long fight against Firefly Queen where her Eagle Eyes kept targeting my Firefly Queen and the heal kept her alive enough to spawn more fireflies which I eventually mutated into things with Steal and Destroy to take down her Emphatic Bonds and weapons.

Atleast this way, there would be a synergy between the Heal ability and this new card. And also, a possible synergy between Light & Earth including Plate Armors.

Nice idea though.

The_Aegis

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Re: Light Improvement 1: Cleric/Priest https://elementscommunity.org/forum/index.php?topic=3126.msg26881#msg26881
« Reply #10 on: February 17, 2010, 03:21:58 pm »
Still really powerful. Okay so the card - in it's latest version - costs 7 and 8 :light respectively to play. Then provided your opponent doesn't have any creature control in his hand (or on the table, but in that case, why would you play this) - the next turn you have a 6/4 creature... then a 9/7...

The essence of this card is that it is an improved version of Growth that can target any of your creatures. So, on that level, any sort of quanta cost / creature stats balancing cannot make it fair.

My suggestion will be to limit the number of times a Cleric/Priest can cast Blessing. By first making the ability unable to target itself - new coding. Then secondly, make the Blessing ability damage the Cleric/Priest.

So,
Cleric 4 :light
Stats: 2/3
Ability: 3 :light Blessing: Target creature gains +3/+3. Cleric takes 1 damage. Cannot target cleric.

Upgraded,
Priest 4 :light
Stats 2/4
Ability: 2 :light Blessing: Same as above.

My reasoning behind this is that Creatures with Abilities are immensely powerful. If played early on, take a Lava Destroyer (again..) or an Elite Otyugh played early on, they 9 times out of 10 can win you the game. And in that remaining 1 time out of 10 all you need is a Quintessence.

If Blessing were to damage the Cleric/Priest, then you would be forced to include Guardian Angels/Archangels in your deck if you wanted to spam their ability.

For me, Heal 5hp on a target creature is more or less useless. The only situation I've found myself in was in a very drawn out and long fight against Firefly Queen where her Eagle Eyes kept targeting my Firefly Queen and the heal kept her alive enough to spawn more fireflies which I eventually mutated into things with Steal and Destroy to take down her Emphatic Bonds and weapons.

Atleast this way, there would be a synergy between the Heal ability and this new card. And also, a possible synergy between Light & Earth including Plate Armors.

Nice idea though.
At the cost of a priest, you can play 2 lava golems, that with 2 quantums can get +2|+2 both (so a total of +4), and both starts with higher attack.

Other than that, getting the 8 light quantums early (and the 2/3 quantums per turn for blessing) is more difficult than get 4 fire quantums early, so the golem will start upgrade much faster and the have more chance to become stronger before the opponents has cards to counter them...


In my opinion, the new cards are balanced with golems, and even if they are slight better (and I don't think they are), light needs a buff (while fire is one of the strongest elements), so I think it's ok...

assassim

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Re: Light Improvement 1: Cleric/Priest https://elementscommunity.org/forum/index.php?topic=3126.msg26894#msg26894
« Reply #11 on: February 17, 2010, 04:05:48 pm »
this combined with normal FFQ spam would be wayyy overpowered

 

anything
blarg: