Elements the Game Forum - Free Online Fantasy Card Game

Elements the Game => Card Ideas and Art => Topic started by: Torriku on June 24, 2014, 12:49:49 am

Title: Smite|Smite
Post by: Torriku on June 24, 2014, 12:49:49 am
Light CC finally :D.

(http://i.imgur.com/551ZcEV.png)
(http://i.imgur.com/hVdc2OC.png)
NAME:
Smite
ELEMENT:
Light
COST:
5 :light
TYPE:
Spell
ATK|HP:

TEXT:
Destroy target creature, its owner is healed for X.
X = the creatures health.

NAME:
Smite
ELEMENT:
Light
COST:
4 :light
TYPE:
Spell
ATK|HP:

TEXT:
Destroy target creature, its owner is healed for X.
X = the creatures health.


ART:

IDEA:
Torriku
NOTES:
Light always is healing, but people wanted cc. CC that heals is what the outcome was.
SERIES:

Title: Re: Smite|Smite
Post by: OdinVanguard on June 24, 2014, 01:05:29 am
Seems a little too powerful if the opponent is already at full HP. At that point it becomes an autokill with no drawback (other than cost).

It does have a decent price tag to make up, but all other autokills still seem slightly more restrictive to me.

What do you think of having it raise maximum health instead of just healing?

Note that this card also has some minor potential as a last resort heal, although it would need a slight cost drop for that... Although that seems like more of a darkness tactic (would make a nice hybrid because of that actually)
Title: Re: Smite|Smite
Post by: Espithel on June 24, 2014, 01:24:42 am
Lighting can already one shot half the creatures in this game.
This card needs a severe cost reduction.
Title: Re: Smite|Smite
Post by: MasN on June 24, 2014, 01:26:51 am
I suggested 3.
Odin 7  :light !
Title: Re: Smite|Smite
Post by: Torriku on June 24, 2014, 01:30:27 am
How about 5 :light
Title: Re: Smite|Smite
Post by: Espithel on June 24, 2014, 01:36:56 am
If lightning is 1, then this should be about 4.
Title: Re: Smite|Smite
Post by: OdinVanguard on June 24, 2014, 02:10:56 am
I suggested 3.
Odin 7  :light !
My main point is that the counterbalancing effect can be circumvented if the opponent is at full health and that having this spell increase maximum health instead of just healing could keep that from happening.

Autokills are tricky to balance because they are supposed to get more expensive for bigger targets.

Having a static high cost like this spell is not necessarily the best idea because it makes it UP vs small targets.

Without a counterbalance, however, it would end up being OP against heavy targets.

The healing effect makes a good counter balance, as long as you can't circumvent it too easily.

I agree that its best to bring cost down somewhere around lightening. However, note that light is NOT meant to be a CC / offense element so it would actually be good to have this slightly UP compared with lightening bolt because that is an aether spell.

If lightning is 1, then this should be about 4.
Seems good to me if this spell is kept as a pure healing counterbalance.

If maximum health boost is used instead it could come down a little more (maybe 3 or 2)

Lastly, if cost is brought down to 3 / 2 AND max health boost is added, it can be used as a sacrifice like mechanic in a pinch (i.e. immediately preceding a miracle) which would make it uniquely flexible amongst CC spells.
blarg: