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Offline ArumTopic starter

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Re: Time Blur|Time Blur https://elementscommunity.org/forum/index.php?topic=38503.msg480054#msg480054
« Reply #12 on: April 13, 2012, 02:33:31 am »
You have never stated that in the OP.
EDIT: Still not sure about balance, especially combined with quint, SoP, and sundial, potentially making OTK or very powerful attacks.
I stated that it follows the keep of Adrenaline.
That could be very powerful. Should I raise cost up by 2? 8-7?
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Offline storyteller

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Re: Time Blur|Time Blur https://elementscommunity.org/forum/index.php?topic=38503.msg480093#msg480093
« Reply #13 on: April 13, 2012, 03:58:24 am »
its that the effect occurs on even high strength creatures and can stack. Consider a Lava Golem, as it gets bigger it gets less atytack, keeping total damage under or around 20 until the golem itself is that strong. With this you permanently double and then keep stacking. The effect itself as you have it is a bit too strong.

Consider again a Time Dragon at 10, skyblitz at 9 doubles its attack for one turn, yet you have stackable doubles that may be a bit less each turn, but happen to every creature you have, as opposed to adrenaline that affects 1 creature or Sky blitz that lasts one turn. You are effectively combining two cards for less than the cost of one.

Its not just the cost on this, its the continually stacking extra damage that acts as free Growth on every creature, or all creatures you would take this way. Its just too much.

Now if each card gave 1 extra attack that might work, using extra copies to provide the extra attacks instead of turns in play to, or oif you had each card afect 1 creature like a combination of adrenaline and acceleration, that might work, but as is its just not going to balance.

Offline ArumTopic starter

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Re: Time Blur|Time Blur https://elementscommunity.org/forum/index.php?topic=38503.msg480109#msg480109
« Reply #14 on: April 13, 2012, 04:44:42 am »
its that the effect occurs on even high strength creatures and can stack. Consider a Lava Golem, as it gets bigger it gets less atytack, keeping total damage under or around 20 until the golem itself is that strong. With this you permanently double and then keep stacking. The effect itself as you have it is a bit too strong.

Consider again a Time Dragon at 10, skyblitz at 9 doubles its attack for one turn, yet you have stackable doubles that may be a bit less each turn, but happen to every creature you have, as opposed to adrenaline that affects 1 creature or Sky blitz that lasts one turn. You are effectively combining two cards for less than the cost of one.

Its not just the cost on this, its the continually stacking extra damage that acts as free Growth on every creature, or all creatures you would take this way. Its just too much.

Now if each card gave 1 extra attack that might work, using extra copies to provide the extra attacks instead of turns in play to, or oif you had each card afect 1 creature like a combination of adrenaline and acceleration, that might work, but as is its just not going to balance.
If you actually read the notes, you'd understand. This acts like adrenaline.
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Offline storyteller

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Re: Time Blur|Time Blur https://elementscommunity.org/forum/index.php?topic=38503.msg480153#msg480153
« Reply #15 on: April 13, 2012, 06:02:19 am »
I did read the notes. this card is overpowered and simply changing the cost wont fix it.

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Re: Time Blur|Time Blur https://elementscommunity.org/forum/index.php?topic=38503.msg480190#msg480190
« Reply #16 on: April 13, 2012, 07:49:20 am »
As long as high damage creatures get attacks scaled down with subsequent strikes it will help. Its still a very big bump that can accumulate over time.
Now if the number of turns it takes to give creatures an extra attack also scales that would definitely help as well...
I know it was mentioned but this effect is quite a bit more powerful than nightfall / eclipse.
These spells at best triple a creatures attack damage. Assuming you stay true to adrenaline (and cap at 4 attacks) this will quadruple the attack damage of all creatures that do 3 or less damage. This is a MUCH bigger buff.

An example:
4 skeletons w/ nightfall vs 4 dejavu's with this (already split)
round   round-damage   total damage

Skeletons
-----------
1          8                       8
2          8                       16
3          8                       24
4          8                       32

Deja-vu
---------
1          4                       4
2          8                       12
3          8                       20
4          16                     36

This card hasn't even added in the 4th extra attack yet and is already out pacing nightfall. And this is essentially a best case scenario since the least powerful creatures will benefit most nightfall and eclipse. Even based around damage reduction vs attack power as in adrenaline, this will overtake nightfall rapidly up till somewhere around 10+ attack ... which is most creatures. At somewhere between 10 and 15, they wont get any extra attacks... but until then, even a single extra 1 point attack will make it match nightfall, or an extra 2pt attack to match eclipse. I'm not familiar enough with adrenaline's reduction scaling and my brain needs sleep now, but I can look it up over the weekend and give you the breakdown on where the two effects match up if you'ld like...

All that said, I really do like the concept, but it just seems that it will take some serious work to balance it right. I'm not saying it can't be done, and if you can pull it off this could be an awesome spell, but you may need to really look at the numbers to keep it from being overpowered.
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Offline ArumTopic starter

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Re: Time Blur|Time Blur https://elementscommunity.org/forum/index.php?topic=38503.msg480296#msg480296
« Reply #17 on: April 13, 2012, 02:43:25 pm »
As long as high damage creatures get attacks scaled down with subsequent strikes it will help. Its still a very big bump that can accumulate over time.
Now if the number of turns it takes to give creatures an extra attack also scales that would definitely help as well...
I know it was mentioned but this effect is quite a bit more powerful than nightfall / eclipse.
These spells at best triple a creatures attack damage. Assuming you stay true to adrenaline (and cap at 4 attacks) this will quadruple the attack damage of all creatures that do 3 or less damage. This is a MUCH bigger buff.

An example:
4 skeletons w/ nightfall vs 4 dejavu's with this (already split)
round   round-damage   total damage

Skeletons
-----------
1          8                       8
2          8                       16
3          8                       24
4          8                       32

Deja-vu
---------
1          4                       4
2          8                       12
3          8                       20
4          16                     36

This card hasn't even added in the 4th extra attack yet and is already out pacing nightfall. And this is essentially a best case scenario since the least powerful creatures will benefit most nightfall and eclipse. Even based around damage reduction vs attack power as in adrenaline, this will overtake nightfall rapidly up till somewhere around 10+ attack ... which is most creatures. At somewhere between 10 and 15, they wont get any extra attacks... but until then, even a single extra 1 point attack will make it match nightfall, or an extra 2pt attack to match eclipse. I'm not familiar enough with adrenaline's reduction scaling and my brain needs sleep now, but I can look it up over the weekend and give you the breakdown on where the two effects match up if you'ld like...

All that said, I really do like the concept, but it just seems that it will take some serious work to balance it right. I'm not saying it can't be done, and if you can pull it off this could be an awesome spell, but you may need to really look at the numbers to keep it from being overpowered.
Ah, I see. I'm going to look at this throughly when I'm not at school.
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