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Offline darkrobeTopic starter

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Re: Life | Life https://elementscommunity.org/forum/index.php?topic=36416.msg457810#msg457810
« Reply #12 on: February 08, 2012, 04:32:54 am »
I originally intended this as something that was mostly used on shields. (aka to get rid of them) But with the downside with in the unupgraded that your opponent gets a semi weak but slightly useful creature.


I think im going to put up a poll asking about how to animate these things.

Offline Drake_XIV

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Re: Life | Life https://elementscommunity.org/forum/index.php?topic=36416.msg457814#msg457814
« Reply #13 on: February 08, 2012, 04:34:49 am »
How about giving shields Gravity Pull?  So they can, I don't know, be shields.

Offline darkrobeTopic starter

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Re: Life | Life https://elementscommunity.org/forum/index.php?topic=36416.msg457817#msg457817
« Reply #14 on: February 08, 2012, 04:39:53 am »
no. that ideas been done many times. and then they die. this is meant for them to become straight up creatures. not shields.

Offline darkrobeTopic starter

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Re: Life | Life https://elementscommunity.org/forum/index.php?topic=36416.msg457847#msg457847
« Reply #15 on: February 08, 2012, 06:59:43 am »
Possible skills if the card went for a skill based on permanent converted approach. all of these skills are meant to be weaker "creature specific" versions of the perrmanent's skill.

Phase shield: immaterial, disappears after turns are done.
Mindgate:  :aether :aether mindgate (acquire target creatures skill)
Fog shield:
Wings:  :air :air Dive
Unstable Gas:
Dusk Mantle:  :darkness :darkness cloak adjacent creatures
Nightfall: adjacent darkness or death creatures gain +1|+1
Cloak: adjacent creatures are cloaked (dissapears after turns are done)
Skull Shield: chance to trigger death effects with each successful attack
Boneyard: becomes a random creature when targeted with reverse time
Bonewall: becomes a random creature when targeted with reverse time
Soul catcher: Scavenger
Titanium shield:  :earth :earth Guard
Dissipation shield:
Fire Shield:
Gravity shield:  :gravity :gravity gravity pull
Catapult:
Thorn carapace: venom
Empathic bond: regenerate
Solar shield: light
Sanctuary:  :light :light heal
Procrastination:  :time :time stall target creature for a turn
Golden Hourglass:
Sundial:
Ice Shield: chance to freeze enemy weapon
Flooding: adjacent creature slots are flooded
Shield:
SoG: regenerate
SoV: attacks reduce max health.

some permanents would be more difficult than others. suggestions are welcome.

Offline OdinVanguard

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Re: Life | Life https://elementscommunity.org/forum/index.php?topic=36416.msg457857#msg457857
« Reply #16 on: February 08, 2012, 07:56:55 am »
Unique abilities for each permanent definitely makes things interesting.
Suggestions for missing abilities:
fog shield:   :air Concealing mist: Makes a target permanent invisible till next round
Unstable Gas: volatility: detonates upon death causing 20 damage to each player and 1 damage to each creature
Dissipation Shield:    :entropy :entropy quantum dissipation: add 4 :rainbow to your pool
Fire Shield: Retribution: deal 1 damage to any creature that targets it directly with an ability
Catapult:  :gravity :gravity siege breaker: sacrifice a creature to destroy a random enemy permanent
Golden Hourglass: Time: generate  :time each round
Sundial:  :time daylight extension: add  :light to your pool
Shield: Armored: damage dealt to shield from all non poison sources is reduced by 1

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Offline darkrobeTopic starter

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Re: Innervate | Innervate (update in progress) https://elementscommunity.org/forum/index.php?topic=36416.msg458686#msg458686
« Reply #17 on: February 10, 2012, 10:55:47 pm »
updated.

p.s. I took a few of your suggestions OdinV

Offline moomoose

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Re: Innervate | Innervate (previously Life | Life) https://elementscommunity.org/forum/index.php?topic=36416.msg458973#msg458973
« Reply #18 on: February 11, 2012, 05:45:22 pm »
darkrobe, did you get the idea for the 'adjacent creature effects' from totems?
moose dont say moo.

Offline darkrobeTopic starter

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Re: Innervate | Innervate (previously Life | Life) https://elementscommunity.org/forum/index.php?topic=36416.msg458998#msg458998
« Reply #19 on: February 11, 2012, 07:00:02 pm »
hmmmm. i havent been following your totems.

my line of thinking was basically the following:

The point of this is to remove annoying permanents. but for the upped i want to be able to make a creature that is useful. There are several permanents that effect the entire field. If i let permanents keep affecting the entire field when they become creatures then ive essentially made innervate useless against those cards. what I need is a way to keep the skill but limit its effect so that my opponent either is not benefiting or is not benefiting as much as he would have previously. a good way to do that might be to shrink their radius of effect now that they are creatures. ill have it affect only adjacent field slots.

It is quite possible that i have seen the idea for adjacent slots from any number of sources including your totem cards. I previously used the concept of affecting adjacent permanents for my initial development of my Blast Spore | Deadly Blast Spore card.


To be honest. if you think it is an issue, Im not sure I want to keep this arrangement of all the permanents getting an individual skill. going through and balancing the skill for every permanent in the game seems a bit tedious.

 

anything
blarg: