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Offline ZaealixTopic starter

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Wind Blast/ Gale Blast https://elementscommunity.org/forum/index.php?topic=29588.msg376778#msg376778
« on: August 07, 2011, 03:06:32 pm »
NAME:
Wind Blast
ELEMENT:
Air
COST:
2 :air
TYPE:
Spell
ATK|HP:
TEXT:
Reduces Opponent's Max HP by X. X equals the number of  :air you own/5
NAME:
Gale Blast
ELEMENT:
Air
COST:
2 :air
TYPE:
Spell
ATK|HP:
TEXT:
Reduces Opponent's HP by X. X equals the number of  :air you own/5. Does 5 damage to the Opponent.
ART:
Zaealix
IDEA:
Zaealix
NOTES:
This card was designed as  :air's answer to  :earth's Stone Skin|Granite Skin spell.
SERIES:
*Water Guild*

Re: Gale Blast https://elementscommunity.org/forum/index.php?topic=29588.msg376786#msg376786
« Reply #1 on: August 07, 2011, 03:24:05 pm »
this is OP when compared to fire bolt, ice bolt and siphon life. fire bolt deals 3 damage for every 10 :fire, while this deals 1 damage for every  :air. I suggest changing it to 2 damage for every 10 :air and add some sort of effect (like siphon life and ice lance)

Offline ZaealixTopic starter

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Re: Gale Blast https://elementscommunity.org/forum/index.php?topic=29588.msg376792#msg376792
« Reply #2 on: August 07, 2011, 03:33:41 pm »
That would make it a bolt...And I don't think Air has an easy mechanic to add on to it, effect wise. I do get that it outperforms the bolts in terms of damage, but I'd perfer to hold the  :air=damage, and add some sort of restriction to it. the drain all  :air mechanic sounds nice, but could exceed the usual limitation on text length.
*Water Guild*

Re: Gale Blast https://elementscommunity.org/forum/index.php?topic=29588.msg376794#msg376794
« Reply #3 on: August 07, 2011, 03:40:18 pm »
maybe change the damage to the number of air towers/pillars you control. that way it's balanced and it still works in the way you want it.

Offline ZaealixTopic starter

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Re: Gale Blast https://elementscommunity.org/forum/index.php?topic=29588.msg376798#msg376798
« Reply #4 on: August 07, 2011, 03:57:37 pm »
maybe change the damage to the number of air towers/pillars you control. that way it's balanced and it still works in the way you want it.
I suppose that would work, but I just had a thought: What part of that mechanic makes it fit in  :air in particular? The current theme has a reversal effect of sorts: basically,  :earth has a spell that heals you for the amount of  :earth quanta you have, so  :air should have a spell to counter it, was my thinking. I'm not saying your tower idea was a bad one, it's just that following that mechanic actually leads me to  :fire for having a mechanic that would oppose  :water's Nymph Tears. And fire has enough Damage on a stick powers as it is.

Somethings I should have added: This card can only hit the opponent, not the creatures.
And I've been trying to make an Air card to give it a mechanic of it's own, which currently, Air pretty much does not have.
 :gravity=shield nullo, tanking
 :darkness=stealing
 :death=profit when things die
 :aether=inmaterial, copying, stalling
 :time=extra draws
 :fire=destruction
 :water=synergy/freezing
 :earth=permanent protection/burrowing
 :life=swarming/healing for creattures
 :light=healing creatures, light emitting powers
 :air=Effective creatures maybe?
 :entropy=antimatter, mutation, chaotic powers
*Water Guild*

Offline FlareGlutox

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Re: Gale Blast https://elementscommunity.org/forum/index.php?topic=29588.msg376838#msg376838
« Reply #5 on: August 07, 2011, 05:10:56 pm »
The current theme has a reversal effect of sorts: basically,  :earth has a spell that heals you for the amount of  :earth quanta you have, so  :air should have a spell to counter it, was my thinking.
Why don't you just reduce the opponent's max. hp?That way it wouldn't do much damage, if the opponent allready had got a bunch of damage, since only the maximum would go down, but not the actual hp.
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Offline maverixk

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Re: Gale Blast https://elementscommunity.org/forum/index.php?topic=29588.msg376856#msg376856
« Reply #6 on: August 07, 2011, 05:27:39 pm »
Why don't you just reduce the opponent's max. hp?That way it wouldn't do much damage, if the opponent allready had got a bunch of damage, since only the maximum would go down, but not the actual hp.
Very nice solution. And it does need to be x damage for x amount of quanta(not 1|1) if it's going to be direct damage.
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Offline CCCombobreaker

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Re: Gale Blast https://elementscommunity.org/forum/index.php?topic=29588.msg377474#msg377474
« Reply #7 on: August 08, 2011, 08:48:25 pm »
Reducing max HP by :air / 5 (2 per 10) seems like pretty good bang for the buck.  At 100 it kills if you drop 5 and they are at 100.  Still has utility before then at reducing effectiveness of miracle or regen heavy decks.  On the other hand air already has OTK direct damage from gasses...
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Offline ZaealixTopic starter

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Re: Gale Blast https://elementscommunity.org/forum/index.php?topic=29588.msg377483#msg377483
« Reply #8 on: August 08, 2011, 09:05:21 pm »
Ok then, I think this might be salvagable. Max Hp attack, at a ratio of 1 Max Hp/5 :air. However, I am going to remove the 50/75 HP limit, since that is no longer an issue of any sort.
Any Objections?
*Water Guild*

 

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