I must have missed this one earlier.
Its a very interesting and unique idea. A shield that slowly gains power as heavy damage attacks are dealt...
Balancing will be tricky here, but should prove fun to examine...
As a first note, balance will depend largely on:
(D.R. -> damage resistance, proc -> to cause to happen... borrowed it from World of Warcraft terminology, but it fits well)
- 1) The size of attacks that proc spores (4 is fairly high, relatively speaking)
- 2) The rate of ramp up (right now, 5 spores will up 1 D.R. ... proc-ing at 4 damage thats 4*5=20 damage per D.R. bump... that gives an estimated max of +5 D.R. before the average player kicks the bucket)
- 3) Standard cost theory issues -> casting cost and starting D.R.
as a final note, for now, the most obvious metagame impact is that it will discourage use of heavy hitters and encourage use of swarm tactics... interesting since this goes somewhat counter to current D.R. shields.
I'll have to think about it for a while, probably tomorrow after I've had some sleep.
I will definitely keep tabs on this card.
Kudos on a very nice and creative idea.