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Offline Zaealix

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg408198#msg408198
« Reply #12 on: October 11, 2011, 09:33:29 pm »
Let the questions begin:
I have devised two seperate Card ideas meant to build on the  :time mechanic of 'Delayed'.
First one:  :gravity element spell, Gravity Field. This card is an AOE delay spell that freezes all the opponents' creatures. However, I've had difficulty figuring out how to balance it, in terms of power and cost.
Second one:  :time element spell, Timeskip/Timejump. Basically, it 'fast forwards' the creature(s) out of delay, but damages them (think what happens when you fast forward through your own life, that's how I imagine the spell working) In this case, I imagined the 'aging' as doing 1 damage per delay counter, but I'm not sure how much cost such a mechanic would require.
First one: I would start by comparing "Lightning is to Fire Storm as Freeze|Basilisk Blood is to Gravity Field". Don't forget to compensate for the following details: Lightning deals 5 damage vs Fire Storm deals 3
Use the closer analogy to Gravity Field between Freeze and Basilisk Blood
Freeze is 3 turns, removed by quint, and vulnerable to shock vs Basilisk Blood is 6 turns, and increase their hp by 20

Second one: This cold be meant as CC, a means to escape CC or both.

When used as CC it would have to be combined with a source of Delay (Procrastination [mass 1 per turn], Basilisk Blood [target 6], Warden [target 1 per use] or a future card). Consider the total cost of both and the total benefit of both. Since it is damage I would compare it to Lightning. If the effect were repeatable (ability or status condition) its synergy would increase with Procrastination and Warden.

When used as escape from CC it would be used against a Source of Delay (Procrastination, Basilisk Blood, Warden or a future card). It does not seem to work very well as escape from CC against Procrastination as a spell (2 cards, 2 damage -> +1 turn of attack & skill). Against Warden it might be useful.
Hrm, I personally had used SunDial as a comparison point for Gravity Field, but thank you for the advice. I just need to figure out some placeholder art and then I will submit these ideas, as well as a third one I designed.
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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg408270#msg408270
« Reply #13 on: October 11, 2011, 11:47:17 pm »
Im torn on how to have my Structural shift card (http://elementscommunity.org/forum/index.php/topic,30673.0.html) mechanic work.
Quote
Should it only turn weapons into weapons, shields into shields, and permanents into permanents, or should any permanent be able to turn into any permanent (potentially allowing for 5 shields out blocking nearly all damage). If it is this way, then the chances would be as follows-
Permanent-80%
Weapon-15%
Shield-5%
Which do you think would be more balanced/enjoyable for game play?
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Offline OldTreesTopic starter

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg408284#msg408284
« Reply #14 on: October 12, 2011, 12:10:42 am »
@Zaealix
In that case don't forget to consider:
Sundial does not prevent skill activation
Sundial affects both sides
Sundial can draw a card

Recently, I seem to be hearing a common opinion that involves the Shards making rainbow decks much stronger and neglecting monos despite the intent to favor decks with a certain mark.

What are your thoughts on this?
The easiest and cheapest way to pay a  :rainbow cost is with  :rainbow. Shards (excluding SoSac) cost  :rainbow. As such their costs are inclined towards rainbow decks. Mark based Shards will be inclined towards Mark based rainbows. This seems expected. While rainbow decks are getting new options, that does not necessitate them getting much stronger.

Im torn on how to have my Structural shift card (http://elementscommunity.org/forum/index.php/topic,30673.0.html) mechanic work.
Quote
Should it only turn weapons into weapons, shields into shields, and permanents into permanents, or should any permanent be able to turn into any permanent (potentially allowing for 5 shields out blocking nearly all damage). If it is this way, then the chances would be as follows-
Permanent-80%
Weapon-15%
Shield-5%
Which do you think would be more balanced/enjoyable for game play?
I would recommend the effect destroy the old permanent and create a new permanent. This would cause any come into play effects to occur like tower quanta production and new shields or weapons appearing in the shield or weapon slot. With this change I see both options as enjoyable through they would appeal to slightly shifted groups of people. Polling the readers is a good way to estimate which group is larger.

I would recommend thinking about its use when targeting the opponent's permanents. Should a targeted shield turn into another shield and thus still offer some defense or should it be likely to turn into an off element non Item permanent?
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Offline EmeraldTiger

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg409677#msg409677
« Reply #15 on: October 14, 2011, 05:08:16 pm »
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Offline OldTreesTopic starter

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg409833#msg409833
« Reply #16 on: October 14, 2011, 09:09:17 pm »
What do you think about the serpent (http://elementscommunity.org/forum/index.php/topic,32417.msg438649#msg438649)?
Most damaging Creature Control takes place instantaneously. (Exception: Infection and rare Gravity Pull cases) This makes Angel's Heal ability not very valuable. Moult has a even more limited version of creature healing but gains +1|+0 per use. The skill probably should add 1 to the casting cost beyond the value of the stats.
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Offline EmeraldTiger

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg413552#msg413552
« Reply #17 on: October 21, 2011, 02:21:37 am »
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Offline OldTreesTopic starter

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg413607#msg413607
« Reply #18 on: October 21, 2011, 04:49:53 am »
Is Spirit Well (http://elementscommunity.org/forum/index.php/topic,32712.0.html) Balanced?
Spirit Well requires:
1) X :death casting cost to summon the permanent. [Casting Cost]
2) Lethal CC to kill a creature. [Enabling Cost]
3) Y :life per clone created. [Activation Cost]

Activation Cost
Creature spawning has always had the activation cost close to the casting cost of the creature spawned. SoR is used when mitosis is used on expensive enough creatures. SoR and the initial expensive summon act like enabling costs for Mitosis Dragons.

Enabling Cost
Life and Death both have relatively slow lethal CC. Skull Shield is slower than Plague. Plague can be slower than Thorn Carapace for higher creature hp. Most likely Plague or Skull Shield would be used. Neither is a terribly expensive enabling cost. This is good because the high enabling cost of Mitosis Dragons made it less versatile. The bad news is the enabling cost is lower and thus a smaller factor in balancing.

Casting Cost
Permanents tend to be more expensive than creatures because they are more resilient to control.

Would people still use it if it cost 150% to 200% as much?
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Offline The_Mormegil

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg413645#msg413645
« Reply #19 on: October 21, 2011, 06:51:57 am »
Would people still use it if it cost 150% to 200% as much?
It depends. They would use it as a combo card (but I can't see that much synergy with Death and Life as it is) but probably not as a standalone answer to CC. Also, another thing to note is that it works on your creatures too. A Giant Frog deck with this to make sure you can spam Frogs 'till the end of tomorrow, maybe even with Bonewalls, would be an amazing anti-CC deck. Overall it is probably a very good addition to Life, less so to Death. Thus, increasing the Death cost makes it less versatile IMO.
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Offline OldTreesTopic starter

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg413647#msg413647
« Reply #20 on: October 21, 2011, 07:18:59 am »
Still @Emerald Tiger
Would people still use it if it cost 150% to 200% as much?
It depends. They would use it as a combo card (but I can't see that much synergy with Death and Life as it is) but probably not as a standalone answer to CC. Also, another thing to note is that it works on your creatures too. A Giant Frog deck with this to make sure you can spam Frogs 'till the end of tomorrow, maybe even with Bonewalls, would be an amazing anti-CC deck. Overall it is probably a very good addition to Life, less so to Death. Thus, increasing the Death cost makes it less versatile IMO.
^Valuable insight. I had overlooked the passive Anti-CC usage.

Since the Active usage is more powerful than the Passive usage, the Activation Cost can be increased to balance the two strategies. The casting cost would then be adjusted to balance the two strategies with the standard.

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Offline EmeraldTiger

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg415249#msg415249
« Reply #21 on: October 24, 2011, 05:48:39 pm »
How well did I capture the essence of  :darkness and :light in Shades of Grey (http://elementscommunity.org/forum/index.php/topic,32881.0.html)?
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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg415261#msg415261
« Reply #22 on: October 24, 2011, 06:38:54 pm »
What's your opinion on the Shard of Sacrifice?

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg415309#msg415309
« Reply #23 on: October 24, 2011, 09:08:36 pm »
How well did I capture the essence of  :darkness and :light in Shades of Grey (http://elementscommunity.org/forum/index.php/topic,32881.0.html)?
Disclaimer: 1) Duos have many possible essences. 2) My theory about the essence of the elements can be inaccurate.

I have always considered Light to be focused on ignoring the opponent and enabling itself to ignore the opponent. (Miracle, Santuary, Morning Glory, High hp creatures, Hope) Healing is a means of enabling yourself to ignore the opponent's offense. Still the character of Sanctuary, Vampire and Empathetic Bond all vary based on the element.
I have associated Darkness on the other hand with interaction with the opponent. (Vampire[and variants], Drain Life, Nightmare, Pest, Steal) However this interaction is usually a 0 sum game where Darkness drains from the opponent.

Destruction of quanta is not native in Darkness or Light from preexistIing themes.
Quanta caps are new so the lack of a precedent is less troublesome.
The healing converts 2quanta destroyed to 1 hp healed. This is similar to Darkness healing.
Summary: Where is the Light? Why destruction of quanta?

What's your opinion on the Shard of Sacrifice?
While dislike aspects of the card I find it to be overall a beneficial addition to the game in the moderate to long term.

1] I greatly appreciate Zanz tying the Shards to Elements. This makes their effects easier to justify being universally available.
2] Rarity and the trainer were good moves to increase the target audience of the game without harming existing players.
3] Draining all but  :death with an  :rainbow casting cost only restricts the card's versatility and combinations. It does not act like an additional cost.
4] The hp cost of playing Shard of Sacrifice requires the opponent to be fielding 11|9 damage per turn for it to be played. As such the hp cost acts more like effect mitigation than an additional cost.
5] Shards are usually named after virtues however I do not think Sacrifice is a good descriptor considering neither alternate cost acts like an alternate cost. A good sacrifice should return a benefit in a manner different than the sacrifice. Immolation is a good example.
6] Each Shard of Sacrifice slows the opposing win condition down by 4hp per damage per turn above 10|8. This means it is a good anti-rush card. Even rushes can make use of it. A 10|8 damage per turn rush with SoS has a fair chance of beating most faster rushes.
7] Certain cards (SoP & Sundial) have exaggerated effect against Shard of Sacrifice. However Shard of Sacrifice is more vulnerable to indirect countering than direct countering. The Shard of Sacrifice defense can be indirectly countered by circumvention if predicted.
8] Remember I said the hp cost acts like effect mitigation? This single variable can be adjusted to balance the card without altering the core idea of the card.
9] Able to be balanced does not imply balanced. It may or may not be balanced. The magnitude of its effect is highly metagame dependent and also is expected to cause some metagame shifting. The indirect counters will take longer to infiltrate the metagame. Expect small aftershocks. Once the metagame is quieter the balance/imbalance of cards becomes more apparent. I expect it to be roughly balanced after the final aftershock.

10] Here is where I expect to lose some people. I apologize. Rereading usually helps.

     Metagame is a word with many meanings. The common usage in EtG and the usage above was in reference to the types and frequency of decks in a format (pvp1, pvp2, PvArena, War, Tournaments, ...). However metagame can also refer to the tier of combat that can occur between two players that are both aware of the previous tier. Recently the arena was dominated by Fire Stall. A fraction of players fighting the arena were aware of this. They decided to modify their decks so they were better against Fire Stall but more vulnerable to other decks. A fraction of the people submitting to the Arena recognized this shift and modified the decks they submitted to take advantage of the AntiFireStall decks. This back and forth was a tier 2 metagame. The tier 2 metagame of formats like War is very complex because the opponents persist and the decks change. The tactical variations between cards with the same strategic purpose can be exploited to greater advantage.

     There are many options to fulfill the strategy of defending against creatures (CC, Healing, Blocking). Healing and CC work better against fewer creatures. This makes them more potent against stalls. In response some stalls added cards to evade the CC (Quint) or counter the healing (PC or CC depending on the source of healing). CC and healing force defensive decks to further dilute their offense to be able to protect that small offense. Rush/Stall hybrids are discouraged by the prevalence of CC and healing. Most blocking is either most effective against large swarms of enemies (shields) or tiny groups (Warden or Squid). Creature based Rushes tend to have enough offense to secure the precious middle between the forms of blocking. Shard of Sacrifice is one of the defensive measures that is most effective against Rushes and does not care about how the incoming damage is distributed.

     I expect Shard of Sacrifice to simultaneously reward the inclusion of Healing and punish pure Rushes. I expect this to promote Rush/Stall hybrids to appear at greater frequency while still not dominating over Rushes or Stalls. A flatter frequency continuum than the current one will make tier 2 metagame combat more interesting and complex. This will also result in the aesthetic quality of Rock Paper Scissors model for the metagame including many more options. (Google RPS 25) Another useful side effect is that as the tier 2 metagame becomes more transparent higher tier metagames will get more players.
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anything
blarg: