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Re: Calming Cultist | Calming Priest https://elementscommunity.org/forum/index.php?topic=6979.msg94513#msg94513
« Reply #24 on: June 17, 2010, 08:47:02 pm »
You need a Qualifier. As it reads, it will increase a Delay or Freeze from 0 to 1 making a creature frozen and delayed if it wasn't before. Thats why I made it check that the creature was already delayed or frozen before applying that effect. If it doesn't fit on the card, in the notes then but people will misinterpret from the card text.
I changed the wording to your version, but I only added 'turn' at the end. Does only need a little bit more space.

Kael Hate

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Re: Calming Cultist | Calming Priest https://elementscommunity.org/forum/index.php?topic=6979.msg94541#msg94541
« Reply #25 on: June 17, 2010, 09:10:02 pm »
You need a Qualifier. As it reads, it will increase a Delay or Freeze from 0 to 1 making a creature frozen and delayed if it wasn't before. Thats why I made it check that the creature was already delayed or frozen before applying that effect. If it doesn't fit on the card, in the notes then but people will misinterpret from the card text.
I changed the wording to your version, but I only added 'turn' at the end. Does only need a little bit more space.
Can't fault the balance.
Still worried about the Attack Halving effect but you want that.
So can't complain.

Updated in Crucible poll.

Re: Calming Cultist | Calming Priest https://elementscommunity.org/forum/index.php?topic=6979.msg94555#msg94555
« Reply #26 on: June 17, 2010, 09:19:09 pm »
Can't fault the balance.
Still worried about the Attack Halving effect but you want that.
So can't complain.
What are your problems with the Attack Halving? That you could use it like I wrote in a earlier post or is it something different?
At least it shouldn't be the Dive-heals-Antimatter problem.  :-\

Kael Hate

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Re: Calming Cultist | Calming Priest https://elementscommunity.org/forum/index.php?topic=6979.msg94569#msg94569
« Reply #27 on: June 17, 2010, 09:26:30 pm »
Can't fault the balance.
Still worried about the Attack Halving effect but you want that.
So can't complain.
What are your problems with the Attack Halving? That you could use it like I wrote in a earlier post or is it something different?
At least it shouldn't be the Dive-heals-Antimatter problem.  :-\
Rage potion and Beserk scare me most. In the case of a 6 preist Septuple Beserk for +42 attack that can also be dived and/or duped.

Re: Calming Cultist | Calming Priest https://elementscommunity.org/forum/index.php?topic=6979.msg94638#msg94638
« Reply #28 on: June 17, 2010, 10:42:24 pm »
Can't fault the balance.
Still worried about the Attack Halving effect but you want that.
So can't complain.
What are your problems with the Attack Halving? That you could use it like I wrote in a earlier post or is it something different?
At least it shouldn't be the Dive-heals-Antimatter problem.  :-\
Rage potion and Beserk scare me most. In the case of a 6 preist Septuple Beserk for +42 attack that can also be dived and/or duped.
The first question is: what do you mean with Beserk/Berserk?
Another thing is that you can't halve the attack only 1 time per round/creature (have to change wording a little bit, 'base damage' instead of 'attack' ). The problem is that we can't avoid this abuse of the ability with the current game mechanic because it seems like that it only uses 1 attack value.

A solution could be that we would differentiate between permanent and temporary attack. The permanent attack could be increased with Blessing, Rage Potion or Burrow. The temporary attack would only change when you use abilities like Dive or the slowing of the Cultist. The difference is that the both attack values will be affected by permanet boosts or weakenings, but when the temporary ability wears of, it doesn't change the permanent ability.

Example: Wyrms with Dive and Blessing
Wyrm: 3|3; base damage/permanent attack (bd) = 3, temporary attack (ta) = 3
Wyrm use Dive: bd = 3, ta = 6
Blessed Wyrm use Dive: bd = 6, ta = 12
Dived Wyrm gets blessed: bd = 6, ta = 9
both Wyrms after Dive: bd = 6, ta = 6
Wyrm with Dive and Slowing: bd = 3, ta = 3

This could be difficult to code but I think that it should solve the problem with multiple Dive or the Slowing/Boost-problem.
That is the reason why i used 'base damage' instead of the normal attack.

edit: i changed the wording

Kael Hate

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Re: Calming Cultist | Calming Priest https://elementscommunity.org/forum/index.php?topic=6979.msg94809#msg94809
« Reply #29 on: June 18, 2010, 02:35:22 am »
Can't fault the balance.
Still worried about the Attack Halving effect but you want that.
So can't complain.
What are your problems with the Attack Halving? That you could use it like I wrote in a earlier post or is it something different?
At least it shouldn't be the Dive-heals-Antimatter problem.  :-\
Rage potion and Beserk scare me most. In the case of a 6 preist Septuple Beserk for +42 attack that can also be dived and/or duped.
The first question is: what do you mean with Beserk/Berserk?
Beserk is the +6|-6 ability that the upgraded fire nymph performs. Same as rage but bigger swing.

Another thing is that you can't halve the attack only 1 time per round/creature (have to change wording a little bit, 'base damage' instead of 'attack' ). The problem is that we can't avoid this abuse of the ability with the current game mechanic because it seems like that it only uses 1 attack value.

A solution could be that we would differentiate between permanent and temporary attack. The permanent attack could be increased with Blessing, Rage Potion or Burrow. The temporary attack would only change when you use abilities like Dive or the slowing of the Cultist. The difference is that the both attack values will be affected by permanet boosts or weakenings, but when the temporary ability wears of, it doesn't change the permanent ability.

Example: Wyrms with Dive and Blessing
Wyrm: 3|3; base damage/permanent attack (bd) = 3, temporary attack (ta) = 3
Wyrm use Dive: bd = 3, ta = 6
Blessed Wyrm use Dive: bd = 6, ta = 12
Dived Wyrm gets blessed: bd = 6, ta = 9
both Wyrms after Dive: bd = 6, ta = 6
Wyrm with Dive and Slowing: bd = 3, ta = 3

This could be difficult to code but I think that it should solve the problem with multiple Dive or the Slowing/Boost-problem.
That is the reason why i used 'base damage' instead of the normal attack.

edit: i changed the wording
Yeah problem is with dive a switch is thrown on the stack that says halve this creatures atk after it attacks. If the same mechanic is used for the halving then this will still occur.
Personally I'd drop the halving altogether as its complex to code and interact and doesn't provide much to the game. Its really part of the reason creatures can only dive themselves and there are no other temporary stat modifiers.


 

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