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Re: Cauldron | Superior Cauldron https://elementscommunity.org/forum/index.php?topic=18820.msg242094#msg242094
« Reply #36 on: January 07, 2011, 01:22:20 am »
ok, just ideas.

Offline Werdbooty

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Re: Cauldron | Superior Cauldron https://elementscommunity.org/forum/index.php?topic=18820.msg242280#msg242280
« Reply #37 on: January 07, 2011, 08:07:33 am »
Why shouldn't this be used to produce Elixirs?

Sacrifice an Aether card, get Quintessence in your hand. Maybe. If it doesn't fail.
Sacrifice an upgraded Aether card, get Quintessence in your hand. Doesn't fail? Superior ingredients = superior product?
Unupped Cauldron: costs 5 (?), fails. Alot. Unless you use an upgraded card. And why would you? You're not getting an upgraded Elixir. But of course! So the brew doesn't fail!
Upgraded Cauldron: costs more, but never fails. Like good Tupperware. No need to use an upgraded card to ensure success with this bad boy.

I'm not sure, I never really looked into all of the different Elixirs before.
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Re: Cauldron | Superior Cauldron https://elementscommunity.org/forum/index.php?topic=18820.msg242423#msg242423
« Reply #38 on: January 07, 2011, 03:05:36 pm »
Shards can also be part of this cauldron thing. It doesn't necessarily have to involve with sacrificing creatures.
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Re: Cauldron | Superior Cauldron https://elementscommunity.org/forum/index.php?topic=18820.msg242426#msg242426
« Reply #39 on: January 07, 2011, 03:12:13 pm »
you can sacrifice anything and get any spell, sacrificing other cards would be worthless unless it just gave you a random spell

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Re: Cauldron | Superior Cauldron https://elementscommunity.org/forum/index.php?topic=18820.msg242752#msg242752
« Reply #40 on: January 08, 2011, 12:09:41 am »
Sacrifice an upgraded Aether card, get Quintessence in your hand. Doesn't fail? Superior ingredients = superior product?
Unupped Cauldron: costs 5 (?), fails. Alot. Unless you use an upgraded card. And why would you? You're not getting an upgraded Elixir. But of course! So the brew doesn't fail!
Upgraded Cauldron: costs more, but never fails. Like good Tupperware. No need to use an upgraded card to ensure success with this bad boy.
i think it needs a fail rate. what's wrong with the 20% | 10% plan?
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Offline Werdbooty

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Re: Cauldron | Superior Cauldron https://elementscommunity.org/forum/index.php?topic=18820.msg242784#msg242784
« Reply #41 on: January 08, 2011, 01:02:37 am »
Oh, nothing at all! I was just throwing ideas out there  :)
"A kind of synthesis, but with some elements that perhaps you wouldn't have expected in advance. I always like that when that happens, when something comes that is more than the sum of the parts." —Evan Parker

Offline AjitTopic starter

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Re: Cauldron | Superior Cauldron https://elementscommunity.org/forum/index.php?topic=18820.msg243681#msg243681
« Reply #42 on: January 09, 2011, 03:26:05 am »
Cool, thanks for the input people, I didn't even realize there was a "potion" or elixir for each element! It is something to think about, but for now I'll keep it where its at.

Offline AjitTopic starter

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Re: Cauldron | Superior Cauldron https://elementscommunity.org/forum/index.php?topic=18820.msg273357#msg273357
« Reply #43 on: February 18, 2011, 07:18:03 pm »
Alright guys, the polls close in 10 days, wheres the voting support for this card everyone was excited about!

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Re: Cauldron | Superior Cauldron https://elementscommunity.org/forum/index.php?topic=18820.msg298290#msg298290
« Reply #44 on: March 26, 2011, 02:38:18 am »
Does the spell go to your hand or is it played instantly upon sacrificing the target creature without you having to pay it's quanta cost?

I would advise against a 10% fail rate. Players tend to marginalise a number like that and take the effect for granted. In World of Warcraft the rogue class has/had an ability called Cloak of Shadows, which blocked all spells from landing on the rogue for 3 seconds also had a 10% fail rate. What happened there was that players would sometimes see the very first spell go through the CoS upon activation or see multiple spells go through it in rapid succession and rage very very very hard. You see, at 10% fail rate what you do is you take the effect for granted in order to build a tactic around the spell - similar to the human condition of taking for granted that one will not die in the next 5 seconds from an earthquake, being hit by a bus, aneurism etc.

As far as the fail rate being a tactical element for the player to think about, I don't see it. There are only 2 choices here - you either use the cauldron or not, but players will always use it. I would consider introducing a situational requirement for failure(25% for every spell the owner played this turn), softening the failure effect(the player doesn't recieve a spell, but still recieves something small, like a part of the activation cost is returned) or scrapping the failure rate altogether.

Re: Cauldron | Superior Cauldron https://elementscommunity.org/forum/index.php?topic=18820.msg333505#msg333505
« Reply #45 on: May 14, 2011, 04:40:05 pm »
Does the spell go to your hand or is it played instantly upon sacrificing the target creature without you having to pay it's quanta cost?

I would advise against a 10% fail rate. Players tend to marginalise a number like that and take the effect for granted. In World of Warcraft the rogue class has/had an ability called Cloak of Shadows, which blocked all spells from landing on the rogue for 3 seconds also had a 10% fail rate. What happened there was that players would sometimes see the very first spell go through the CoS upon activation or see multiple spells go through it in rapid succession and rage very very very hard. You see, at 10% fail rate what you do is you take the effect for granted in order to build a tactic around the spell - similar to the human condition of taking for granted that one will not die in the next 5 seconds from an earthquake, being hit by a bus, aneurism etc.

As far as the fail rate being a tactical element for the player to think about, I don't see it. There are only 2 choices here - you either use the cauldron or not, but players will always use it. I would consider introducing a situational requirement for failure(25% for every spell the owner played this turn), softening the failure effect(the player doesn't recieve a spell, but still recieves something small, like a part of the activation cost is returned) or scrapping the failure rate altogether.
mebbe when it fails, it generates  :rainbow :rainbow :rainbow?

 

blarg: