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Offline Glitch

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Re: Discussing Life - Hoping to Address a few Concerns https://elementscommunity.org/forum/index.php?topic=33547.msg424940#msg424940
« Reply #36 on: November 13, 2011, 10:05:16 pm »
I understand the argument that there should be punishment for trying to harm life's creatures, but if we're drawing on the real world, there are none.  If you find a pond and smash a frog, nothing bad will happen to you.  The other frogs in the pond won't attack.  The same holds true for every creature in currently in the element of life, actually.
There are none if you're applying this example to Life's creatures based on if they were real creatures.  But the problem is that they're not real creatures, they're creatures in a fantasy card game.  Based on that factor alone, there's really no way for you to say how each creature can or can't behave because there's nothing defined to indicate how exactly they're supposed to behave.  Case in point:  Dragons do not exist in the real world therefore I can assume that they must behave in ways similar to various stories discussing them.  Problem is that some stories indicate that Dragons are solitary creatures while others indicate that they're extremely defensive of each other and actually do feel the emotions I listed earlier when one of their own is killed.  Also, I'm very interested to know exactly what Empathic Bond does if Life doesn't possess any kind of unification between its creatures to begin with.
Quote
Some sort of pride based mechanic would be cool.  For instance:  Bear.  If a creature would die, all other bears get buffed.  This won't work for 2 reasons:
1.  It is unreasonable that you would get out multiple bears before the enemy kills it.
2.  It is unreasonable that an enemy would kill your bear once you have multiple out.

If your bear is strong enough to survive CC (which currently requires 4-6 HP), than it's too slow to rush.  And as life has no draw power, it is unlikely to get more than 2 bears out before the game is over.

At it's core, the card is flawed because it relies on your opponent's mistake, not your own good play.
I'm not exactly sure why being too slow to rush is a bad thing.  Look at Life's card pool.  Do the cards provided mean that rushing is the only thing Life is supposed to do?  Not at all.  I'm going to assume that if you're bothering to use this Bear card then you would surely also take Mitosis with you which means that the likelihood of getting out more than 2 bears before the game is over is much greater than you say.
So I've addressed problem 1 - more HP, less rush power, the card still works more than fine.
And 2 - That's the point.  You have a single Bear producing more Bears using Mitosis, throw in a few Bonds as well, and suddenly the risk of killing off that Bear to stop more from appearing is terrifying.

And for that last part - that's why you also use the card to your own strategy rather than hoping the opponent kills it being your only win condition.
Quote
So how DOES life survive in the real world.

Life creatures don't protect each other.  If a creature lights on fire, that's it, bye.  If wolves attack a tribe of buffalo, the buffalo all run together, and the slow sick buffalo gets eaten.  Yes, a mother will attack you if you threaten it's cubs, but I listed earlier why this method wouldn't be smart.  Life /does/ survive because it generates more creatures that can be killed.

Yes, but there are also creatures that exist in the real world that demonstrate different behavior.  For example, bees.  Several species of bees are extremely defensive of their fellow workers and will pursue attackers until the threat has either left their territory or has more or less been removed entirely.
Again, the fact these creatures are in a sense not real means that deciding what behavior they exhibit will be inconclusive unless it is clearly established by zanz.
Quote
And you say, "that's what mitosis is".  I won't take credit for designing mitosis.  I did come up with bunnies, which ran off of a similar mechanic.  The card was underpowered and it's probably a good idea it wasn't added, but there's a reason I made mitosis a creature's ability and not a spell.  If you put mitosis on a creature, and every time you activated the ability you got another creature with mitosis, there would be durability and creature protection.  More creatures than can be controlled.  Right now, playing mitosis on a creature is basically condemning it.
The exact same can be said of Adrenaline as well, which is another reason why some form of creature protection would be well deserved.  With all the methods used to condemn Life's creatures to death by CC, you'd think there'd be at least some way to prevent that...right?
You miss my point.

At current, the cheapest 6-HP creature in the game is hematite golem, which costs 4.  Giving this creature an ability would mean it costs 5, at a minimum.  If you plan on running mitosis bears, then the /second/ you drop mitosis on the first bear, they will kill it.  You lose two cards, they lose at minimum two cards.  No card advantage is lost or gained, but their deck is still functioning and yours isn't.

To counteract this, you play a second bear to try and dissuade them from killing your first one.  But now you're talking 15 quanta (unupped) and three cards before your deck moves beyond being a rush.  By the time you have all three of those, you've probably already lost.

And if you aren't going mitosis bears, than the card is just a dead card.  Let's make it completely overpowered.
Bear:
7 life
4/6

If an allied creature would die, it attacks 4 times per turn.

You could either save up until you've got enough bears to dissuade them from killing anything, but if you do you'll get outrushed by a mile.  Or you could ramp into spamming them, with the same ramp that isn't protected.

For bears to work, they'd have to be low enough cost that you can get them out /before/ you get your combo cards, they have to be durable enough that they don't just get killed, and they have to do enough damage that they're actually a threat.  Even then there are problems.  If it just gets flat damage, then the enemy will use global CC and tank your damage, and then whoops there goes your spammed creatures.  If it gets damage based upon what was killed, you now need both bears /and/ expensive creatures, in which case they'll just kill your ramp and call it a day.

Here is my best attempt at balancing bear.

3 life:
2/6

Every time an allied creature dies, bears get +4/+0

It's still a bit too expensive to rush, a bit too strong for it's cost, and still doesn't stop the enemy from killing your one combo card and walking away.  You play 1 mitosis, and in exchange for dealing with a 6/6, the enemy doesn't have to face your combo.  It's a 6/6 for three!  That's really powerful!  But you can't get enough of them out soon enough to protect your card.  And if you put mitosis on one, it loses the ability.  AND it's still completely shut down by shields.  You can't have it be your only damage and you can't use it to help your actual damage.  Without any draw power, or durable ramp, it's a dead card.

So let's make Bear's base stats big enough that they're a threat without having something die.

5 life
6/6
Whenever a creature dies, bear gets +6/+0

At the start this card is already broken.  It's a 6/6 for five.  And a 12/6?  No thank you.  But it's still really hard to work that into a deck.  Do you put mitosis on it?  You'll need to get out a lot of bears in order to dissuade me from just killing it.  Do you use it to cover your rustler?  Because rustlers need to drop early, and this thing costs 5.  Do you use it to protect your fractal'd frogs?  7 killed frogs translates to a 48/6 bear on the field.  But now you're talking about getting fractal, and enough life for fractaled frogs, and a bear on the field.  AND a single shield /still/ stops the deck.  Even making the card horribly broken still leaves it inefficient.  At best, it's a really broken vulture to put in a death/life deck, and we all know how viable death/life is right now.

In order for me to play the card, it'd need one of two things.
1)  Be cheap enough to play before my rustler.
2)  Be deadly enough to base my deck around

If it's cheap enough to protect my rustler, that's a 0-1 drop.  I think you'll find it extraordinarily hard to justify a 0-1 drop 6 health creature with an ability that gives it damage.  And if it doesn't have enough damage, they'll just kill the rustler.

If it's deadly enough to base my deck around, it has to be more efficient than cockatrice, which are currently life's durable damage.  Cockatrice are a 4/4 for 3.  Bears could be an 8/8 for 6, but that's still requiring 6 life quanta to drop this thing.  Where are you getting that from?  And the ability would still have to be strong enough to punish an enemy for hitting it, so now you're talking an 8/8 for 6 that gains more than 8 damage when it dies (can you say broken?), and even that requires at least two of these things in an element with no draw power.  So do you put it in time/life stall?  It'd be a strong mito/SoR stall, until the enemy uses any permanent control or quanta control and you just roll over and die again.

And even if you balance this thing so it's cheap enough to deal the damage and comes out fast enough to have a lot and can be used to drop those cards you absolutely need first turn, it's still entirely based around an opponent's mistake.  It's only effective protection if it comes out faster than what you're protecting, and does more damage than what you're protecting, and what you're protecting is more damage than their deck can take.  There's no way to balance that.

This isn't even considering the problem that such a card, if effective protection, would probably be even more effective if in a cremation rainbow.

Offline darkrobe

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Re: Discussing Life - Hoping to Address a few Concerns https://elementscommunity.org/forum/index.php?topic=33547.msg424969#msg424969
« Reply #37 on: November 13, 2011, 10:38:52 pm »
I prefer my method of just making lifes creatures more durable.

I want to refine what I think the problem with life is.

Right now mono lifes only strength is a creature rush, IMO. this is similar to fire except that fire is better at rush for 2 reason:

1. its creatures have better damage than life. (and life creatures are almost just as fragile as fire's)
2. it has a way to destroy permanents that block its damage. (which life does not)

We can fix this problem by making life more like fire (giving it PC destruction and some kind of burst damage) but then all we have done is turned life into fire, which it is not.

Life also has stall cards, but people dont generally build pure life stalls. why? because Life stall cards require survivable creatures, and multiple turns to set up.

So for example: lifes CC is spine carapace, which adds poison counter onto opponents. this means that you will never kill a creature right away. you have to add enough poison counters and then wait a turn or too.

How do you afford to wait when the opponent is damaging you? you have to rely on healing. how does life heal? you have 2 options:

1. heal (which at most will give you 1 or two turns relief, maybe less)
2. feral bond (which is a good option on one condition: your creatures can survive to provide you with healing.)

But Life creatures are weak. a single firestorm can wipe out your entire healing base. not to mention the fact that feral bond can be destroyed with some PC. this means that their is limited synergy between life's creatures, lifes CC, and Lifes Healing. they make good additions individually to other decks, but in a mono deck they fail together.

I believe that to fix life we need to increase synnergy between these three aspects.

either by:

1. making lifes creatures more survivable so that they synergize better with mitosis and feral bond. (either with permanents, other creatures, or spells)
(I have already posted a couple of ideas that attempt to solve this problem here. See painted stripes or protective bond)

or

2. increasing synnergy to life's CC from Spine Carapace  (whether by permanent, creature or spell)

I think an example of #2 would be the following kind of idea.

Jungle Stalker
Ability:
 Hunt: kill a weakened or poisoned enemy creature.

So in summary: I believe that rather than make life like fire. we need to give life the ability to survive after its initial creatures spam, so that if the opponent does have a shield or a firestorm, that doesnt spell the end of the match.

Offline EmeraldTiger

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Re: Discussing Life - Hoping to Address a few Concerns https://elementscommunity.org/forum/index.php?topic=33547.msg424981#msg424981
« Reply #38 on: November 13, 2011, 10:54:59 pm »
Anyone may steal this:
1. A permanent that heals creatures in player's possession 1|2 hp per turn.
2. A permanent that reflects spells that target creatures in player's possession.

If these have been done, disregard.
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Offline Glitch

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Re: Discussing Life - Hoping to Address a few Concerns https://elementscommunity.org/forum/index.php?topic=33547.msg424982#msg424982
« Reply #39 on: November 13, 2011, 10:57:21 pm »
Creature healing doesn't work because of the creature health to CC ratio.

Most CC does 3-5 damage.
Most creatures I'd want healed have 1-3 health.

Offline darkrobe

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Re: Discussing Life - Hoping to Address a few Concerns https://elementscommunity.org/forum/index.php?topic=33547.msg424993#msg424993
« Reply #40 on: November 13, 2011, 11:03:11 pm »
Creature healing doesn't work because of the creature health to CC ratio.

Most CC does 3-5 damage.
Most creatures I'd want healed have 1-3 health.
Protective Bond | Protective Bond (http://elementscommunity.org/forum/index.php/topic,33611.0.html)

Do you have an opinion on this approach?

Offline Glitch

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Re: Discussing Life - Hoping to Address a few Concerns https://elementscommunity.org/forum/index.php?topic=33547.msg425791#msg425791
« Reply #41 on: November 15, 2011, 04:08:47 pm »
Creature healing doesn't work because of the creature health to CC ratio.

Most CC does 3-5 damage.
Most creatures I'd want healed have 1-3 health.
Protective Bond | Protective Bond (http://elementscommunity.org/forum/index.php/topic,33611.0.html)

Do you have an opinion on this approach?
That's a lot better, but 1 simply isn't enough.

Offline ak65ala

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Re: Discussing Life - Hoping to Address a few Concerns https://elementscommunity.org/forum/index.php?topic=33547.msg425798#msg425798
« Reply #42 on: November 15, 2011, 04:25:49 pm »
Voodoo Shaman/Voodoo Shaman (http://elementscommunity.org/forum/index.php/topic,33750.0.html)

Now your creatures aren't so weak! Feedback is appreciated.

Offline majofa

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Re: Discussing Life - Hoping to Address a few Concerns https://elementscommunity.org/forum/index.php?topic=33547.msg425804#msg425804
« Reply #43 on: November 15, 2011, 04:33:17 pm »
Quote
•Direct Damage (X amount of damage for each creature you control)
I had this ability for one of my orbs in the 'Create a new slot competition'

I'll mod it to a weapon and see how it turns out.

Offline Tymalous

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Re: Discussing Life - Hoping to Address a few Concerns https://elementscommunity.org/forum/index.php?topic=33547.msg446626#msg446626
« Reply #44 on: January 07, 2012, 01:36:28 pm »
What about a card that revives the last creature killed and placed it under your command?

Something like this:
8 :life   Spirit of Nature (permanent)

Once a turn, if a creature is killed it is revived and placed under your command with 1 hp left. Absorb 3 :life per turn.

7 :life   Spirit of Nature (permanent)

Once a turn, if a creature is killed it is revived and placed under your command with 1 hp left. Absorb 3 :life per turn.

The creature is revived with its att and skill reset. Multiple permanents mean multiple revivals.
Ability will never catch up with the demand for it.
Confucius

Offline Freefall357

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Re: Discussing Life - Hoping to Address a few Concerns https://elementscommunity.org/forum/index.php?topic=33547.msg452059#msg452059
« Reply #45 on: January 23, 2012, 10:44:06 pm »
stealing some ideas, modifying other, and even a few originals...all of them will likely need costs adjusted [or added] and some other balance tweeks.  Most of these I would overcost for the sake of keeping them in life-decks, make them less splashable, so to speak...so, I will not have actual casting costs on them.
I like your thoughts on life, particularly the idea of symbiosis with itself.  I have always thought that life should get around most problems with MORE life.  Are you getting CCed to death?...have MORE 'C's to 'C' :P


---


An out-of-creature form of protection from CC might help. The examples do not negate CC, they reduce it's effectiveness in a no PC environment [like creatures and the natural world working together "symbiosis with itself"]


Dense Undergrowth <0/2  [0/4 upped] Creature> [a version of the vines] :
Spells your opponent casts can only target D.U. while D.U. remains in play.
-It is similar without the regen built in.  It will also absorb 2 rain of fire's when upped (one when not).  Same with plague.  It is a stall to let you get more creatures out under cover.

Rainforest <Permanent> :
All of your :life creatures gain a damage reduction of 1 from all sources [note that the wording does not allow this to stack]
:life: gain 1 :water
-This card simply forces some amount of PC from the opponent before they can effectively use mass-damage CC


---


Renewable sources of creatures would be another way to ease the pain of creature control without blatantly reflecting/blocking/ignoring it.  As these creatures die they can simply be replaced.  They have abilities so as to make them something that can become overwhelming if not dealt with, something I believe to be a CORE design function of :life.


Creeper Vines <permanent>:
:life :life Put a creeping vine into play
Creeping Vine <1/3 creature>:
:life Creeper Vine and target creature OR PERMANENT is delayed 1 turn [little hourglass thinger].
-This would give life some soft-PC/CC.  It would also be a hard-to-CC creature source.

Wasps Nest <permanent>:
:life :life Put a 2/1 'airborne' wasp into play; Use up to 2x/3x/5x(?) per turn [if that mechanic is in the coding]
:earth Burrow, Wasp's Nest's 'Spawn Wasp' ability can only be used 1x per turn.  [haha, I just put it in there for lolz, but on thinking about it, I think it is an interesting concept...maybe the upped one can start buried with the 1/turn limit?]
Wasp <2/1 creature>:
:death give target creature a poison counter.  Poisonous when eaten.
-same deal, and I am not sure on the balance of the cost as I state it, the point was to make an effective 'token creature' [ie, not 1/1]


---


The last thing that was suggested was some sort of empathy buffing [+x/+x when something dies].  It is a neat idea, but it might be abusable once you go multi...skeleton deck anyone?


10 :life
Paragon of Life < 5/7 creature>:
When a  :life creature you control is killed by your opponent, Paragon of Life gets +2/+2 until the end of your next turn [returning to 5/7 or it's current x/x, whichever is lower].  Produces 1 :life per turn.

-The size and cost [whatever that would end up being] would push this guy later into the game.  It would be harder to CC him directly and make mass-CC a very bad idea while he is in play.  I went with +2/+2 because, even though it is steep, a mass killing of 3/3s and the like would still yield less damage in the end.  The 1green tagged on is ONE, because it is a PARAGON OF LIFE...heh heh, and TWO, fits with my vision for :life, where it can indeed grow beyond control given enough time...assuming you can find that time...last, comment on it...Paragons could be fun in all the colors

Spells would be last.  I dont see spells as fitting into :life, if anything, their spells should be creature abilities (ie. instead of HEAL +20hp, have a critter with 'you heal 2/turn' on it), and yes, I see the downside of that.

 :life :life :life For the Greater Good
Until the end of your next turn all damage dealt to creatures is instead dealt to you, all effects cast upon creatures affects your weapon/shield instead.
-This one can help push you through the 'few creatures' part of a life deck's game, or be a 'I just need my hoard to last ONE MORE TURN' endgame ace.  It has the MASSIVE downside of being something the opponent can use against you to great effect if you are not careful.  If you have 10 creatures and he plagues then Firestorms..you now have 10 poison counters and 30 less HP...however, if that means you have 10 creatures that SHOULD have died from it, and you survive...it may just win the game for you.

 :life :life Reclaim
Destroy target creature or permanent, it's owner gets 2+the cards cost in  :life.
-PC/CC on enemy, speed for you

 :life Life Spring
Heal all of your creatures. If you have any :water remove their poison counters as well. (maybe remove the :water requirement?)
-seems fitting.




That's all folks :D

Disclaimer, I am more artistically minded, I know I am terrible at card balance, so take these as representations of concepts and not final card proposals.

Offline OldTrees

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Re: Discussing Life - Hoping to Address a few Concerns https://elementscommunity.org/forum/index.php?topic=33547.msg452210#msg452210
« Reply #46 on: January 24, 2012, 07:20:16 am »
@Freefall357
I would like to see some of these made into smithy threads.

Dense Undergrowth is interesting but the name does not sound like a creature. A living creature that normally is the host for small animals would work better. (A Treant perhaps?)

Rainforest is intersting. The cause of the DR 1 would have to be explained in more depth in the thread.

Creeper Vines would be interesting as is or as a single card adaption. (Passive ability: Generate a daughter every X turns not counting delayed turns)
"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 Freefall357

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Re: Discussing Life - Hoping to Address a few Concerns https://elementscommunity.org/forum/index.php?topic=33547.msg452262#msg452262
« Reply #47 on: January 24, 2012, 12:22:59 pm »
Dense Undergrowth is interesting but the name does not sound like a creature. A living creature that normally is the host for small animals would work better. (A Treant perhaps?)
I needed the functionality of the 'is a creature' mechanics, but undergrowth made the most sense as a widespread effect that all the creatures could hide within.  Something along the lines of Warden of Beasts/Beast Warden/Elder Treant(Ancient Treant <upped>) might work, but I was going for something simple and 'small'...and Ent would strike me as a 3/5 minimum...the HP numbers I used where with Firestorm AND Rainforest in mind, making it bigger would be kinda rough.  Remember, the idea was to give LIFE a way to reduce CC effectiveness, not mitigate it completely (that is very important).

Rainforest is intersting. The cause of the DR 1 would have to be explained in more depth in the thread.
This comes from a similar thought line as the above Undergrowth.  A dense rainforest is very difficult to navigate through when hiking/backpacking/exploring, it would be even harder to combat lifeforms that call it home in there.

I would like to see some of these made into smithy threads.
I was just conveying concepts more than presenting actual card ideas...even though those are card ideas.....you know that I mean!  :))
Also, I will likely forget all about it when/if I where to actually have the spare time to do it.  Unless something truly strikes me as a card that I strongly feel should be in the game, I will likely not be posting in there.  If someone else cares to steal any concepts I put forth in any thread, it would not bother me in the slightest.

 

blarg: