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Offline EvaRiaTopic starter

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Reaver | Reaver https://elementscommunity.org/forum/index.php?topic=24513.msg312500#msg312500
« on: April 15, 2011, 11:03:35 pm »
NAME:
Reaver
ELEMENT:
Fire
COST:
4 :fire
TYPE:
Creature
ATK|HP:
3 | 1
TEXT:
Rend:
Applies Bleeding on a
successful attack. Bleeding is
cumulative.
NAME:
Reaver
ELEMENT:
Fire
COST:
4 :fire
TYPE:
Creature
ATK|HP:
5 | 1
TEXT:
Rend:
Applies Bleeding on a
successful attack. Bleeding is
cumulative.
ART:
http://www.sxc.hu/photo/910223 (Edited)
IDEA:
EvaRia
NOTES:
Bleeding is like poison that decreases Max HP instead of current HP.
SERIES:

Not sure about balance on this one yet.

It seems powerful compared to other venomous creatures, but Max HP damage takes a few turns to actually catch up to the normal damage.

Offline YoungSot

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Re: Reaver | Reaver https://elementscommunity.org/forum/index.php?topic=24513.msg312553#msg312553
« Reply #1 on: April 16, 2011, 12:30:04 am »
Is there any way to remove bleeding? Does purify stop it?

ztormtrooper

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Re: Reaver | Reaver https://elementscommunity.org/forum/index.php?topic=24513.msg312563#msg312563
« Reply #2 on: April 16, 2011, 12:41:04 am »
Is there any way to remove bleeding? Does purify stop it?
purify only removes player poison counters, besides i don't think bleeding is poison.

Offline nerd1

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Re: Reaver | Reaver https://elementscommunity.org/forum/index.php?topic=24513.msg312570#msg312570
« Reply #3 on: April 16, 2011, 12:47:57 am »
nice idea, but you need to fix
NAME: Reaver
ELEMENT: Fire
COST: 4 :fire
TYPE: Creature
ATK|HP: 3 | 1
TEXT: Rend:
Applies Bleeding on a
successful attack. Bleeding is
cumulative.
NAME: Reaver
ELEMENT: Fire
COST: 4 :fire
TYPE: Creature
ATK|HP: 5 | 1
TEXT: Rend:
Applies Bleeding on a
successful attack. Bleeding is
cumulative.
ART: http://www.sxc.hu/photo/910223 (Edited)
IDEA: EvaRia
NOTES: Bleeding is like poison that decreases Max HP instead of current HP.
SERIES:

Not sure about balance on this one yet.

It seems powerful compared to other venomous creatures, but Max HP damage takes a few turns to actually catch up to the normal damage.
this, but otherwise, yes, good.
The laziest elements player this side of one thousand posts.

Offline YoungSot

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Re: Reaver | Reaver https://elementscommunity.org/forum/index.php?topic=24513.msg312598#msg312598
« Reply #4 on: April 16, 2011, 01:36:47 am »
Is there any way to remove bleeding? Does purify stop it?
purify only removes player poison counters, besides i don't think bleeding is poison.
Eva did say it was "like" poison. I am wondering if it shares any of poison's counters. But yeah from a fluff standpoint purify wouldn't stop blood loss.
I was thinking that this ability was completely "un-counterable", but I suppose stone skin or SoDs would work as counters.

Offline storyteller

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Re: Reaver | Reaver https://elementscommunity.org/forum/index.php?topic=24513.msg312697#msg312697
« Reply #5 on: April 16, 2011, 04:23:47 am »
there should be a counter card introduced, similar to purify, maybe light or life, pretty much a flatout 'Cure light Wounds'. it should not affect poison. maybe healing Salve/healing balm...restore max hp and remove all bleeding counters/wounds

evermore414

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Re: Reaver | Reaver https://elementscommunity.org/forum/index.php?topic=24513.msg312992#msg312992
« Reply #6 on: April 16, 2011, 04:40:48 pm »
Maybe a fire card that cauterizes the wound as a cure?

Flayne

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Re: Reaver | Reaver https://elementscommunity.org/forum/index.php?topic=24513.msg313148#msg313148
« Reply #7 on: April 16, 2011, 09:17:39 pm »
Is there any way to remove bleeding? Does purify stop it?
purify only removes player poison counters, besides i don't think bleeding is poison.
in concept it isnt, but in game mechanic its the same thing, just purify wont do anything.
bleeding should have to last for only a few turns, like maybe 3-2 turns.
bleeding in other games is usually temporary, so that would make sense.
also to prevent constant bleeding, make it 50% chance on a successful attack that bleeding is caused, since accumulative would make it Arsenic on a creature, and if always successful, its a little too OP.
50% chance would work better.

Offline EvaRiaTopic starter

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Re: Reaver | Reaver https://elementscommunity.org/forum/index.php?topic=24513.msg313358#msg313358
« Reply #8 on: April 17, 2011, 01:52:38 am »
I was thinking it would be cool if Purify turned into "Recover" or "Dispel", where you can dispel effects from target player.

This would be included, along with Silence, Sanctuary, and any other similar things that will come out with time.

nice idea, but you need to fix
NAME: Reaver
ELEMENT: Fire
COST: 4 :fire
TYPE: Creature
ATK|HP: 3 | 1
TEXT: Rend:
Applies Bleeding on a
successful attack. Bleeding is
cumulative.
NAME: Reaver
ELEMENT: Fire
COST: 4 :fire
TYPE: Creature
ATK|HP: 5 | 1
TEXT: Rend:
Applies Bleeding on a
successful attack. Bleeding is
cumulative.
ART: http://www.sxc.hu/photo/910223 (Edited)
IDEA: EvaRia
NOTES: Bleeding is like poison that decreases Max HP instead of current HP.
SERIES:

Not sure about balance on this one yet.

It seems powerful compared to other venomous creatures, but Max HP damage takes a few turns to actually catch up to the normal damage.
this, but otherwise, yes, good.
Thought I changed the image already. Thanks.


Is there any way to remove bleeding? Does purify stop it?
purify only removes player poison counters, besides i don't think bleeding is poison.
in concept it isnt, but in game mechanic its the same thing, just purify wont do anything.
bleeding should have to last for only a few turns, like maybe 3-2 turns.
bleeding in other games is usually temporary, so that would make sense.
also to prevent constant bleeding, make it 50% chance on a successful attack that bleeding is caused, since accumulative would make it Arsenic on a creature, and if always successful, its a little too OP.
50% chance would work better.
Bleeding is actually weaker than poison for a small while, because it doesn't actually do any damage until the bleeding catches up with your creature damage.
It takes 3/5 turns for blood loss to catch up in damage to the Reaver itself, and another 3/5 turns for it to actually start outdamaging the Reaver.

This gives it 6/10 turns where the max HP loss is negligible.

Flayne

  • Guest
Re: Reaver | Reaver https://elementscommunity.org/forum/index.php?topic=24513.msg313396#msg313396
« Reply #9 on: April 17, 2011, 02:18:30 am »
I was thinking it would be cool if Purify turned into "Recover" or "Dispel", where you can dispel effects from target player.

This would be included, along with Silence, Sanctuary, and any other similar things that will come out with time.

nice idea, but you need to fix
NAME: Reaver
ELEMENT: Fire
COST: 4 :fire
TYPE: Creature
ATK|HP: 3 | 1
TEXT: Rend:
Applies Bleeding on a
successful attack. Bleeding is
cumulative.
NAME: Reaver
ELEMENT: Fire
COST: 4 :fire
TYPE: Creature
ATK|HP: 5 | 1
TEXT: Rend:
Applies Bleeding on a
successful attack. Bleeding is
cumulative.
ART: http://www.sxc.hu/photo/910223 (Edited)
IDEA: EvaRia
NOTES: Bleeding is like poison that decreases Max HP instead of current HP.
SERIES:

Not sure about balance on this one yet.

It seems powerful compared to other venomous creatures, but Max HP damage takes a few turns to actually catch up to the normal damage.
this, but otherwise, yes, good.
Thought I changed the image already. Thanks.


Is there any way to remove bleeding? Does purify stop it?
purify only removes player poison counters, besides i don't think bleeding is poison.
in concept it isnt, but in game mechanic its the same thing, just purify wont do anything.
bleeding should have to last for only a few turns, like maybe 3-2 turns.
bleeding in other games is usually temporary, so that would make sense.
also to prevent constant bleeding, make it 50% chance on a successful attack that bleeding is caused, since accumulative would make it Arsenic on a creature, and if always successful, its a little too OP.
50% chance would work better.
Quote
Bleeding is actually weaker than poison for a small while, because it doesn't actually do any damage until the bleeding catches up with your creature damage.
It takes 3/5 turns for blood loss to catch up in damage to the Reaver itself, and another 3/5 turns for it to actually start outdamaging the Reaver.

This gives it 6/10 turns where the max HP loss is negligible.
thats the kind of stuff you have to specify in the table, otherwise, people won't understand your idea in full depth.

Offline EvaRiaTopic starter

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Re: Reaver | Reaver https://elementscommunity.org/forum/index.php?topic=24513.msg313509#msg313509
« Reply #10 on: April 17, 2011, 04:31:43 am »
Sure thing...
This is for unupped, upped is similar.

TurnDamage from ReaverBleeding CountersTotal Damage from Bleeding
1310
2621
3933
41246
515510
618615
721721
824828
It's not until the 8th turn that the poison is doing noticeable damage, the only thing is that the Max is decreasing which makes things difficult for healing.

Offline YoungSot

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Re: Reaver | Reaver https://elementscommunity.org/forum/index.php?topic=24513.msg313542#msg313542
« Reply #11 on: April 17, 2011, 05:06:14 am »
Sure thing...
This is for unupped, upped is similar.

TurnDamage from ReaverBleeding CountersTotal Damage from Bleeding
1310
2621
3933
41246
515510
618615
721721
824828
It's not until the 8th turn that the poison is doing noticeable damage, the only thing is that the Max is decreasing which makes things difficult for healing.
But then, if it were paired with other max-hp-reduction creatures, it's more like a normal poison counter (but without a purify and immune to healing).

 

blarg: