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Offline OldTreesTopic starter

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg462588#msg462588
« Reply #300 on: February 20, 2012, 05:42:51 am »
Do you agree this should become a :life card? http://elementscommunity.org/forum/index.php/topic,36805.0.html
The card sends some portion of a creature's attack at the opponent in the form of spell damage.
Fire already has Fire Bolts to fill this role. (the result, not the method)
Life uses Adrenaline.
I do not think it should be either a Fire or a Life card. (mostly because I do not see it as having much of a role in EtG)
Something related to consider: Would you use Lightning if it could not target creatures?
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
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Offline waterzx

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg465878#msg465878
« Reply #301 on: February 29, 2012, 12:17:47 pm »
I really need your professional comments on these cards

Stay | Progress
http://elementscommunity.org/forum/index.php/topic,37065.0.html


The mechanic of Stay hasn't settled yet.

Possible new mechanic :
Quote
Deal 8 damage.When opponent deck size decreases by 4, reduce damage by 1
I am not sure whether I should stick to the concept that power of Stay depends on opponent's deck or something else

Another possible mechanic :
Quote
Damage = current number of creatures on field. But -1 damage when new creature is played
I've already put up a poll to gather opinions but I think I need more analysis before I can make the final decision


So far the focus is on Stay but I also want to know if Progress itself is polished enough

Offline OldTreesTopic starter

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg465881#msg465881
« Reply #302 on: February 29, 2012, 12:43:20 pm »
I really need your professional comments on these cards

Stay | Progress
http://elementscommunity.org/forum/index.php/topic,37065.0.html


The mechanic of Stay hasn't settled yet.

Possible new mechanic :
Quote
Deal 8 damage.When opponent deck size decreases by 4, reduce damage by 1
I am not sure whether I should stick to the concept that power of Stay depends on opponent's deck or something else

Another possible mechanic :
Quote
Damage = current number of creatures on field. But -1 damage when new creature is played
I've already put up a poll to gather opinions but I think I need more analysis before I can make the final decision


So far the focus is on Stay but I also want to know if Progress itself is polished enough
There have been Life weapons before that counted the number of creatures. Having Stay tied to the deck size of the opponent seems to fit Time better. (Time manipulates cards more than it manipulates creatures.)

I see 2 versions of Stay:
1) 5 + X/4 attack [X=opponent deck size]
2) 8 - D/4 attack [D=the number of times the opponent drew reducing their deck size]

Version 1 starts between 10 attack and 18 attack and has a constant drop off until it reaches 5 attack. (prefers facing stalls)
Version 2 starts at 8 attack and has a constant drop off until it reaches -2 attack to -10 attack. (prefers facing rushes)

Balance would be based on the average damage per turn in an average game. Cost = Weapon Slot + 1 Card + Y :time. Y = average damage per turn - 4.



Progress works like a Free Ablaze (1 normal draw, 1 hourglass draw). This is comparable with Arsenic's venom however it is easier to use PC than to remove poison.
Arsenic: 2 + (X-1) = X+1
Progress: 0 + (2X-1) = 2X-1
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
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Offline waterzx

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg465885#msg465885
« Reply #303 on: February 29, 2012, 12:57:41 pm »
Progress works like a Free Ablaze (1 normal draw, 1 hourglass draw). This is comparable with Arsenic's venom however it is easier to use PC than to remove poison.
Arsenic: 2 + (X-1) = X+1
Progress: 0 + (2X-1) = 2X-1
I'm sorry, I'm not sure the meaning of this

Besides, comparing the two versions of Stay :
Quote
1) 5 + X/4 attack [X=opponent deck size]
2) 8 - D/4 attack [D=the number of times the opponent drew reducing their deck size]
Let alone the numbers (which will soon be adjusted), which version would be a better card to fit into an average Time deck ?

And how should I consider the effect of Reverse Time | Rewind ? Since they stop the constant drop of "Stay" power

Offline OldTreesTopic starter

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg465898#msg465898
« Reply #304 on: February 29, 2012, 02:14:04 pm »
Progress works like a Free Ablaze (1 normal draw, 1 hourglass draw). This is comparable with Arsenic's venom however it is easier to use PC than to remove poison.
Arsenic: 2 + (X-1) = X+1
Progress: 0 + (2X-1) = 2X-1
I'm sorry, I'm not sure the meaning of this
Arsenic deals X+1 damage on turn X. (Turn 1 it does 2 damage. Turn 2 it does 2 damage and the poison does 1 more for a total of 3)
Progress deals 2X-1 damage on turn X. (Turn 1 it does 1 damage from the use of an hourglass. Turn 2 it does 3 damage. +2 from the normal draw and a use of hourglass)

Besides, comparing the two versions of Stay :
Quote
1) 5 + X/4 attack [X=opponent deck size]
2) 8 - D/4 attack [D=the number of times the opponent drew reducing their deck size]
Let alone the numbers (which will soon be adjusted), which version would be a better card to fit into an average Time deck ?

And how should I consider the effect of Reverse Time | Rewind ? Since they stop the constant drop of "Stay" power
Do you want it better against Rush decks[version 2] or better against Stall decks[version 1]?

Reverse Time can be ignored. It would take 4 uses of Eternity to give Stay a single +1 attack.
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
"Nothing exists that cannot be countered." -OldTrees on indirect counters
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Offline waterzx

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg465903#msg465903
« Reply #305 on: February 29, 2012, 02:39:35 pm »
Reverse Time can be ignored. It would take 4 uses of Eternity to give Stay a single +1 attack.
Well I think I' gonna use version 2, better against rushes

but for version 2, isn't the effect of Reverse Time more important (not just Eternity) ?
You prevent opponent from reducing deck size, and you can gain one extra turn of higher damage, and if you constantly do so, you can keep the attack at the highest value for 6 more turns in the ideal case

Offline OldTreesTopic starter

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg466019#msg466019
« Reply #306 on: February 29, 2012, 09:14:41 pm »
Reverse Time can be ignored. It would take 4 uses of Eternity to give Stay a single +1 attack.
Well I think I' gonna use version 2, better against rushes

but for version 2, isn't the effect of Reverse Time more important (not just Eternity) ?
You prevent opponent from reducing deck size, and you can gain one extra turn of higher damage, and if you constantly do so, you can keep the attack at the highest value for 6 more turns in the ideal case
For each Reverse Time you gain +0.25 attack. 1 attack is worth 1 :time.
It is too small to worry about.
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
"Nothing exists that cannot be countered." -OldTrees on indirect counters
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DarkStelth52

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg466083#msg466083
« Reply #307 on: March 01, 2012, 12:17:37 am »
Howabout the card effect: Kamikaze. This card dies, and inflicts damage equal to it's health. Or, howabout revenge. If a  card with revenge dies, your opponent takes a certain amount of damage.

Offline OldTreesTopic starter

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg466114#msg466114
« Reply #308 on: March 01, 2012, 01:21:52 am »
Howabout the card effect: Kamikaze. This card dies, and inflicts damage equal to it's health. Or, howabout revenge. If a  card with revenge dies, your opponent takes a certain amount of damage.
Kamikaze acts similar to the Catapult effect. You could also think of it as a creature version of Unstable Gas. It would be used as evasive damage (damage that can bypass normal defenses like Shields and Creature Control). This probably would work best as an activated ability. Either like how Catapult sacrifices other cards or as part of a more complicated ability " :fire __ takes 2 damage: Deal 3 damage to target" (borrowed from a recent card)

Revenge would work as antiCC (the opponent is less eager to use Creature Control on that creature). All antiCC needs to be supported by having the creature normally be worth using CC on. If it can be deigned such that the opponent is ambivalent about using or not using CC then the player can slightly adjust the situation to prompt the desired response from the opponent.
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
"Nothing exists that cannot be countered." -OldTrees on indirect counters
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DarkStelth52

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg466263#msg466263
« Reply #309 on: March 01, 2012, 04:15:06 pm »
Howabout the card effect: Kamikaze. This card dies, and inflicts damage equal to it's health. Or, howabout revenge. If a  card with revenge dies, your opponent takes a certain amount of damage.
Kamikaze acts similar to the Catapult effect. You could also think of it as a creature version of Unstable Gas. It would be used as evasive damage (damage that can bypass normal defenses like Shields and Creature Control). This probably would work best as an activated ability. Either like how Catapult sacrifices other cards or as part of a more complicated ability " :fire __ takes 2 damage: Deal 3 damage to target" (borrowed from a recent card)

Revenge would work as antiCC (the opponent is less eager to use Creature Control on that creature). All antiCC needs to be supported by having the creature normally be worth using CC on. If it can be deigned such that the opponent is ambivalent about using or not using CC then the player can slightly adjust the situation to prompt the desired response from the opponent.
You could also kill your own creature, thus dealing damage. And it's stats wouldn't be worthwhile. I.E. A "bomb" card, with 1/1, and inflicts 5 lifepoints if it dies.

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg466267#msg466267
« Reply #310 on: March 01, 2012, 04:45:17 pm »
What would be the best application of a Passive Skill Nocturnal?
Nocturnal: a given Skill is triggered when it is in the dark, other wise it is a vanilla creature.
I am thinking of giving the skill to Torcherous.

In some cases the Nocturnal skill may turn a creature to :darkness
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Offline OldTreesTopic starter

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg466308#msg466308
« Reply #311 on: March 01, 2012, 10:20:59 pm »
What would be the best application of a Passive Skill Nocturnal?
Nocturnal: a given Skill is triggered when it is in the dark, other wise it is a vanilla creature.
I am thinking of giving the skill to Torcherous.

In some cases the Nocturnal skill may turn a creature to :darkness
Nocturnal is like Amphibious. There first need to be several ways to trigger the Nocturnal clause before it becomes viable as a passive ability.

It will be shaped by the cards that enable it.
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
"Nothing exists that cannot be countered." -OldTrees on indirect counters
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