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Offline Jenkar

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg469025#msg469025
« Reply #324 on: March 09, 2012, 09:33:06 am »
http://elementscommunity.org/forum/index.php/topic,37328.msg500635#msg500635

Is this card's cost (including max hp cost) balanced in regard to its effects?
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Offline OldTreesTopic starter

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg469049#msg469049
« Reply #325 on: March 09, 2012, 02:52:57 pm »
http://elementscommunity.org/forum/index.php/topic,37328.msg500635#msg500635

Is this card's cost (including max hp cost) balanced in regard to its effects?
I do not know.
The power of the effect is hard to measure. You get 1 turn of usage out of each permanent the opponent plays. 1 quanta|2quanta from pillars, 1 strike with weapons, 1 turn of protection with shields, 1 activation of abilities, 1 turn of non activated abilities.

The cost is also difficult to condense. It costs 4 :darkness [4cu] + 1 card [+1cu=5] + 2|1 max hp per permanent played [+Xcu=5+X]

I would etimate it is balanced +/- 2 quanta but at this point I think playtesting (http://sync.in/CardIdeaBattlefield1) is needed.
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Offline Drake_XIV

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg469475#msg469475
« Reply #326 on: March 11, 2012, 12:42:57 am »
What are your thoughts on Shard of Integrity?  Would you say it definitely favors certain shards over others?

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg469544#msg469544
« Reply #327 on: March 11, 2012, 04:40:45 am »
What are your thoughts on Shard of Integrity?  Would you say it definitely favors certain shards over others?
For those without Google Docs

ElementStatsSkills
UnuppedUpgraded1copy2copies3copies4copies5copies6copies7copies8copies
:aether+2|+2+3|+3 :earth:
Burrow
:earth:
Burrow
Immaterial
:earth :earth:
Lobotomize
Immaterial
:earth :earth:
Lobotomize
Immaterial
:earth :earth:
Lobotomize
Immaterial
:earth :earth:
Immortal (no effect)
Immaterial
:earth :earth:
Immortal (no effect)
Immaterial
:air+2|+2+3|+3 :earth:
Burrow
Airborne
:earth :earth:
Queen
Airborne
:earth :earth:
Snipe
Airborne
:earth :earth:
Dive
Airborne
:earth :earth:
Dive
Airborne
:earth :earth:
Unstable Gas
Airborne
:earth :earth:
Unstable Gas
Airborne
:darkness+2|+2+3|+3 :earth:
Burrow
Devourer
:earth:
Burrow
Voodoo
Vampire
Voodoo
Vampire
Voodoo
:earth :earth:
Liquid Shadow
Voodoo
:earth :earth :earth:
Steal
Voodoo
:earth :earth :earth:
Steal
Voodoo
:death+2|+2+3|+3 :earth:
Infection
ScavengerScavengerVenom :earth :earth:
Alfatoxin
Deadly VenomDeadly Venom
:earth+1|+4+3|+3 :earth:
Burrow
:earth:
Stone Form
:earth:
Stone Form
:earth:
Guard
:earth:
Guard
:earth :earth:
Petrify
:earth :earth:
Petrify
:earth :earth:
Petrify
:entropy+2|+2+3|+3 :earth:
Dead and Alive
:earth :earth:
Mutation
:earth :earth:
Paradox
:earth :earth:
Improved Mutation
Scramble :earth :earth :earth :earth:
Antimatter
:earth :earth :earth :earth:
Antimatter
:fire+3|+0+4|+1 :earth:
Burrow
:earth:
Ablaze
FieryFiery :earth :earth :earth:
Destroy
:earth :earth:
Rage
:earth :earth:
Rage
:gravity+0|+6+1|+7 :earth:
Burrow
Momentum
:earth:
Burrow
Momentum
:earth:
Burrow
Momentum
:earth:
Burrow
Momentum
:earth :earth :earth:
Devour
Momentum
:earth :earth :earth :earth:
Black Hole
Momentum
:earth :earth :earth :earth:
Black Hole
Momentum
:life+2|+2+3|+3 :earth :earth:
Growth
:earth :earth:
Growth
Adrenaline
:earth :earth:
Growth
Adrenaline
:earth :earth:
Growth
Adrenaline
:earth :earth:
Adrenaline
Adrenaline
:earth :earth:
Mitosis
Adrenaline
:earth :earth:
Mitosis
Adrenaline
:light+2|+2+3|+3 :earth:
Heal
:earth:
Heal
:earth :earth:
Endow
:earth :earth:
Endow
:earth :earth:
Endow
:earth :earth :earth :earth:
Luciferin
:earth :earth :earth :earth:
Luciferin
:time+2|+2+3|+3 :earth:
Burrow
:earth :earth:
Scarab
:earth :earth :earth :earth:
Deja Vu
NeurotoxinNeurotoxin :earth :earth:
Precognition
:earth :earth:
Precognition
:water+2|+2+3|+3 :earth:
Burrow
:earth :earth:
Steam
:earth :earth:
Steam
:earth :earth :earth:
Freeze
:earth :earth :earth:
Freeze
:earth :earth :earth :earth:
Nymph
:earth :earth :earth :earth:
Nymph
I do not think it favors any shard specifically. There are many wonderful spots to land.
Gravity tiers 1-4 are pitiful but give nice hp for gravity cards.
Aether tiers 6 and 7 (secret tier I) have amazing stats and immaterial but have a useless skill.
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Offline eaglgenes101

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg469575#msg469575
« Reply #328 on: March 11, 2012, 05:23:56 am »
Would it be a good idea to have a rareless way to generate shards, like nymph's tears generates nymphs in a rareless card?
My 3 game-modification principles:
1. If it ain't broke, don't wreck it.
2. Simple fixes for simple problems.
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Offline OldTreesTopic starter

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg469605#msg469605
« Reply #329 on: March 11, 2012, 06:28:16 am »
Would it be a good idea to have a rareless way to generate shards, like nymph's tears generates nymphs in a rareless card?
Yes, provided such a card serves a secondary purpose like Nymph's Tears and if the alternate cost was balanced relative to the shards.
Nymph's tears is an alternate cost and a Pillar PC.

In fact, Shard of Integrity is begging for such a card to be made.
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Offline ZephyrPhantom

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg469615#msg469615
« Reply #330 on: March 11, 2012, 06:35:29 am »
Would it be a good idea to have a rareless way to generate shards, like nymph's tears generates nymphs in a rareless card?
Yes, provided such a card serves a secondary purpose like Nymph's Tears and if the alternate cost was balanced relative to the shards.
Nymph's tears is an alternate cost and a Pillar PC.

In fact, Shard of Integrity is begging for such a card to be made.
Would Glass Shard (http://elementscommunity.org/forum/index.php/topic,35283.0.html) be a good example of such a card?

Also, what are some good alternative effects that you feel would work with Mark Upgrades (http://elementscommunity.org/forum/index.php/topic,37370.0.html)?

Offline OldTreesTopic starter

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg469626#msg469626
« Reply #331 on: March 11, 2012, 07:02:04 am »
Would it be a good idea to have a rareless way to generate shards, like nymph's tears generates nymphs in a rareless card?
Yes, provided such a card serves a secondary purpose like Nymph's Tears and if the alternate cost was balanced relative to the shards.
Nymph's tears is an alternate cost and a Pillar PC.

In fact, Shard of Integrity is begging for such a card to be made.
Would Glass Shard (http://elementscommunity.org/forum/index.php/topic,35283.0.html) be a good example of such a card?

Also, what are some good alternative effects that you feel would work with Mark Upgrades (http://elementscommunity.org/forum/index.php/topic,37370.0.html)?
No Glass Shard resembles Nymph's Tear too closely and did not adjust to the new cost range. (7 :water/8-9 :underworld -> 6 :rainbow/~5 :rainbow?)


Alternative effects for Marks?
The current idea is +5 quanta +5 hp when a named card is played by the opponent.

I feel this idea is extremely situational. Remember the old Purify? It was useful against 2 cards (Chrysaora and Poison). Now to be fair Purify cost a deck slot that the mark doesn't. However if there are alternate effects then this Taxation effect will cost a deck slot relative to the other abilities. This extremely limits the design of alternative abilities.

I would suggest skills of a quanta value of 0-1.
Example
Pendulum mark (choose 1 element in the trial and 1 at deck building)
Growing mark (it would increase in size every [balanced number] of turns)
Shard master (fools mark dependent shards)

Alternatively the trial could offer the ability to sacrifice the quanta generation for another ability.
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Offline eaglgenes101

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg469952#msg469952
« Reply #332 on: March 12, 2012, 02:11:24 am »
My 3 game-modification principles:
1. If it ain't broke, don't wreck it.
2. Simple fixes for simple problems.
3. Remember to fill in the holes.

Offline OldTreesTopic starter

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg469960#msg469960
« Reply #333 on: March 12, 2012, 02:32:46 am »
Can you analyze Massive Orb | Gravity Orb (http://elementscommunity.org/forum/index.php/topic,36321.0.html)?
Upgraded it is a repeat of Fire Nymph. Rage is a potent ability that would be devastating if available in the early game. Thus it was restricted to mid-late game by having a larger swing and thus a higher casting cost.

Unupped
1 card + 2 :gravity for 0|10
1 :gravity: +2|-3

0|10 is worth n/a cost units (It does not have a primary use to compare to. The secondary usages are not sufficiently quantified)
2|7 is worth 3 cost units
4|4 is worth 4 cost units
6|1 is worth 6 cost units

So it has 4 modes
0|10 costs 1 card + 2 :gravity = 3 cost units (cu)
2|7 costs 1 card + 3 :gravity -2 damage ~= 4cu
4|4 costs 1 card + 4 :gravity -6 damage ~= 6cu
6|1 costs 1 card + 5 :gravity -12 damage ~= 8cu

What if it had no activation cost?
0|10 costs 1 card + 2 :gravity = 3 cost units (cu)
2|7 costs 1 card + 2 :gravity -2 damage ~= 3cu
4|4 costs 1 card + 2 :gravity -6 damage ~= 5cu
6|1 costs 1 card + 2 :gravity -12 damage ~= 7cu
"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 eaglgenes101

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg469978#msg469978
« Reply #334 on: March 12, 2012, 03:36:35 am »
Can you analyze Massive Orb | Gravity Orb (http://elementscommunity.org/forum/index.php/topic,36321.0.html)?
Upgraded it is a repeat of Fire Nymph. Rage is a potent ability that would be devastating if available in the early game. Thus it was restricted to mid-late game by having a larger swing and thus a higher casting cost.

Unupped
1 card + 2 :gravity for 0|10
1 :gravity: +2|-3

0|10 is worth n/a cost units (It does not have a primary use to compare to. The secondary usages are not sufficiently quantified)
2|7 is worth 3 cost units
4|4 is worth 4 cost units
6|1 is worth 6 cost units

So it has 4 modes
0|10 costs 1 card + 2 :gravity = 3 cost units (cu)
2|7 costs 1 card + 3 :gravity -2 damage ~= 4cu
4|4 costs 1 card + 4 :gravity -6 damage ~= 6cu
6|1 costs 1 card + 5 :gravity -12 damage ~= 8cu

What if it had no activation cost?
0|10 costs 1 card + 2 :gravity = 3 cost units (cu)
2|7 costs 1 card + 2 :gravity -2 damage ~= 3cu
4|4 costs 1 card + 2 :gravity -6 damage ~= 5cu
6|1 costs 1 card + 2 :gravity -12 damage ~= 7cu

And then if a guardian angel, heavy armor, or holy light is also in the scene?
My 3 game-modification principles:
1. If it ain't broke, don't wreck it.
2. Simple fixes for simple problems.
3. Remember to fill in the holes.

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg469984#msg469984
« Reply #335 on: March 12, 2012, 03:53:39 am »
Can you analyze Massive Orb | Gravity Orb (http://elementscommunity.org/forum/index.php/topic,36321.0.html)?
Upgraded it is a repeat of Fire Nymph. Rage is a potent ability that would be devastating if available in the early game. Thus it was restricted to mid-late game by having a larger swing and thus a higher casting cost.

Unupped
1 card + 2 :gravity for 0|10
1 :gravity: +2|-3

0|10 is worth n/a cost units (It does not have a primary use to compare to. The secondary usages are not sufficiently quantified)
2|7 is worth 3 cost units
4|4 is worth 4 cost units
6|1 is worth 6 cost units

So it has 4 modes
0|10 costs 1 card + 2 :gravity = 3 cost units (cu)
2|7 costs 1 card + 3 :gravity -2 damage ~= 4cu
4|4 costs 1 card + 4 :gravity -6 damage ~= 6cu
6|1 costs 1 card + 5 :gravity -12 damage ~= 8cu

What if it had no activation cost?
0|10 costs 1 card + 2 :gravity = 3 cost units (cu)
2|7 costs 1 card + 2 :gravity -2 damage ~= 3cu
4|4 costs 1 card + 2 :gravity -6 damage ~= 5cu
6|1 costs 1 card + 2 :gravity -12 damage ~= 7cu

And then if a guardian angel, heavy armor, or holy light is also in the scene?
Extra cost -> Extra benefit
ex: Heavy Armor (1 :earth + 1 card + duo = 3 cost units) -> 10|1 costs 2 cards + 2 :gravity + 1 :earth + duo -30 damage > 10 cost units.
"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
Ask the Idea Guru: http://elementscommunity.org/forum/index.php/topic,32272.0.htm

 

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