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Offline ratcharmerTopic starter

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Cards to keep in mind when suggesting new cards https://elementscommunity.org/forum/index.php?topic=11517.msg141467#msg141467
« on: August 18, 2010, 07:03:19 pm »
Okay, so I've noticed that frequently when a newly suggested card is exploitable it's because the same few cards weren't taken into account.

Note that I'm not saying these are necessarily OP (there's another thread for that discussion), I'm saying these all have potential to break the game if combined with cards that didn't take them into account.

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Fractal- I'm sure everyone has seen at least 1 or 2 creatures in the card ideas section that got shot down because (card)+fractal=OMGWTFBBQ!!!

Rustler- Rustler can make lots of :life quanta from :light and at a 2:1 exchange ratio. This is important on 2 accounts: 1) you can get lots of :life really easy, and 2) if you aren't careful with card design you can accidentally make infinite quanta loops, which are bad.

Supernova/quantum tower- It's really easy to get ridiculous amounts of quanta in just a few turns if you don't care what type. Affects any "other" cost card. Kael is currently looking for a good way around this. The most popular suggestion seems to be to make some cards that cost "other" take all their quanta from the same type.

Cremation- Has a lot of the same uses as supernova, but gives you  a whopping 9 :fire right away. Makes it really easy to get :fire in a hurry.

Mindgate- Someone found a game-breaking combination with this card really quickly after it was introduced (it has been corrected since), and there's a good chance more will come up later. It's a new card, so a lot of it's secrets are TBA.

Farm decks- Not every deck in the t50 is going to be intended to be hard to beat. Frequently people will design decks specifically so other players can get rares by beating their t50 deck. The mindgate gamebreaker was due to the potential for infinite hp victories resulting from a specific type of farm deck.

Dive- Creatures with the ability to double their attack can cause problems with a lot of different creature buffs.

Quintessence- Any creature can be made immune to CC

Rain of Fire- Massive CC, one of several ways to make lots of creatures die quickly.

Nightfall- Darkness and death creatures are relatively easy to mass buff.

As a more general note, not all quanta types are equal. :fire :light :life :earth :darkness :air are generally easier to get in large amounts, whereas :aether :entropy :water :death :gravity are generally a little harder to rush.
:time is sort of neutral; no :time cards particularly increase quanta production, but  :time can draw very fast and get more pillars in play faster.

 :time and :entropy can both dramatically increase the rate of production for other quanta types.

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Let me know if you think anything else should go on the list.

linkcat

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Re: Cards to keep in mind when suggesting new cards https://elementscommunity.org/forum/index.php?topic=11517.msg141673#msg141673
« Reply #1 on: August 19, 2010, 12:41:01 am »
You forgot gravity.

Offline Kuroaitou

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Re: Cards to keep in mind when suggesting new cards https://elementscommunity.org/forum/index.php?topic=11517.msg141674#msg141674
« Reply #2 on: August 19, 2010, 12:42:14 am »
To be honest, while I like the idea of a 'list' of cards that need to be accounted for when designing new cards, technically speaking, ALL CARDS can and should be considered when designing any card (which is impossible and impractical for a lot of new forum users ^^;;;; ). That said though, your list manages to nail on the major ones (Fractal, Supernova, and the 'Dive' ability), but if you think about it, a majority of the game-breakers usually come from spells and permanents.

Quintessence: Some creatures go into 'power-overwhelming' mode when they're immortalized, except against certain counters (Otyugh vs. poisonous creatures/fire shield)

Rain of Fire: Massive form of creature control that will cause any 'trigger-on-death' effects to be considered devastating against low-hp attackers.

Nightfall/Eclipse: Must always be accounted for when designing any creature of Darkness in regards to stat attack/HP values.

...etc.

See what I mean though?

You forgot gravity.
EDIT: ...it really IS one of the most forgotten elements, huh? XD

Offline GG

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Re: Cards to keep in mind when suggesting new cards https://elementscommunity.org/forum/index.php?topic=11517.msg141680#msg141680
« Reply #3 on: August 19, 2010, 01:05:22 am »
You forgot gravity.
EDIT: ...it really IS one of the most forgotten elements, huh? XD
ratcharmer and kuro are now officially on my hit list. gratz.
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Offline Bloodshadow

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Re: Cards to keep in mind when suggesting new cards https://elementscommunity.org/forum/index.php?topic=11517.msg141683#msg141683
« Reply #4 on: August 19, 2010, 01:08:49 am »
You should add Nova and Supernova. This card is the reason why Other cards can't be too powerful.
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

Offline ratcharmerTopic starter

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Re: Cards to keep in mind when suggesting new cards https://elementscommunity.org/forum/index.php?topic=11517.msg141687#msg141687
« Reply #5 on: August 19, 2010, 01:19:12 am »
You forgot gravity.
Fixed, sorry typo.

@girlsgeneration: It was a typo? please don't murder me in my sleep?

@Kuroaitou: I'll add those to the list. I agree all cards should be considered, but it seems some are more commonly problematic than others.

@Bloodshadow: Nova is already up there

Offline karis

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Re: Cards to keep in mind when suggesting new cards https://elementscommunity.org/forum/index.php?topic=11517.msg148091#msg148091
« Reply #6 on: August 28, 2010, 07:10:35 pm »
whar about SoR?

it make you can't create a card that use a large cost, not a big problem but i'm see it often with some creature.

Offline bored_ninja777

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Re: Cards to keep in mind when suggesting new cards https://elementscommunity.org/forum/index.php?topic=11517.msg148101#msg148101
« Reply #7 on: August 28, 2010, 07:36:07 pm »
Quote
Kael is currently looking for a good way around this. The most popular suggestion seems to be to make some cards that cost "other" take all their quanta from the same type.
this part i was wondering .. is it possible? i really wanted to make that part of one of my cards in the process of making an *other* creature but was not sure if it was possible. :\
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Offline jmizzle7

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Re: Cards to keep in mind when suggesting new cards https://elementscommunity.org/forum/index.php?topic=11517.msg148103#msg148103
« Reply #8 on: August 28, 2010, 07:39:10 pm »
whar about SoR?

it make you can't create a card that use a large cost, not a big problem but i'm see it often with some creature.
Shard of Readiness already costs you a card and doesn't change much in the way of gameplay. The only cards that are really improved are the Nymphs. If anything, more creatures with expensive but useful abilities should be proposed.

Offline ratcharmerTopic starter

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Re: Cards to keep in mind when suggesting new cards https://elementscommunity.org/forum/index.php?topic=11517.msg148560#msg148560
« Reply #9 on: August 29, 2010, 06:30:10 pm »
Quote
Kael is currently looking for a good way around this. The most popular suggestion seems to be to make some cards that cost "other" take all their quanta from the same type.
this part i was wondering .. is it possible? i really wanted to make that part of one of my cards in the process of making an *other* creature but was not sure if it was possible. :\
The most popular solution right now is to make "other" cards that must draw all of the quanta they require from the same pool- they can still use any of the pools, but they must use only 1 type.

cfreddy

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Re: Cards to keep in mind when suggesting new cards https://elementscommunity.org/forum/index.php?topic=11517.msg150548#msg150548
« Reply #10 on: September 02, 2010, 02:03:49 am »
Hey what about adrenaline?
That's a big problem for some card ideas

guolin

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Re: Cards to keep in mind when suggesting new cards https://elementscommunity.org/forum/index.php?topic=11517.msg150553#msg150553
« Reply #11 on: September 02, 2010, 02:11:56 am »
Hey what about adrenaline?
That's a big problem for some card ideas
Except there's already an in-game solution: make effects work only twice instead of four times, i.e. Toadfish doing 2 poison per 4 attacks, Devourer draining 2 quanta per 4 attacks, etc. I'm sure that solution can carry on to new cards.

 

anything
blarg: