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Offline BluePriestTopic starter

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Permanent Control https://elementscommunity.org/forum/index.php?topic=30652.msg389587#msg389587
« on: September 06, 2011, 01:39:40 am »
I have recently been thinking about permanent control. I believe it to be one of the most powerful tools in the game, and something that many elements should have in some way shape or form. The key word there is most, not all. Currently, this is what we have...

 :aether-None
 :air-Freeze/Shockwave
 :darkness-Steal
 :death-None
 :earth-Quicksand/Pulvy
 :entropy-Butterfly Effect
 :fire-Deflag
 :gravity-None (but can ignore shields)
 :life-None
 :light-None
 :time-None
 :water-Freeze/Shockwave, Trident

We have...
Stealing- :darkness
General Destruction- :fire :entropy :earth
Pillar Destruction- :earth:water
Weapon Destruction- :air/ :water

As far as strictly mono...
Stealing- :darkness
General Destruction- :fire :entropy
Pillar Destruction- :earth

Strictly mono is what I believe should be the focus.
So the remaining elements are....
 :aether :air :death :gravity :life :light :time :water

I can see...
 :death/ :water having a similar permanent destruction type.
 :death-Decay:Target permanent is destroyed in x amount of turns. Has a % chance of spreading to a touching permanent.
 :water-This could very well be a buff to inundation-While inundation is on the field it will slowly flood a random permanent. After x amount of turns the permanent will be destroyed. Goes on to another permanent afterwards or could just randomly start flooding them. (think im going to go on to the buff inundation thread with this one.

 :aether/ :time Could easily delay permanents so that they wont work for a while. (:aether shock, and :time delay)
 :life could also fit into this category by causing some type of growth to make the permanent inaccessible.

 :gravity-sinkhole: target permanents cost is doubled

 :light-purge:target permanents ability is removed. Produces x amount of its element each turm

Then there is still  :air :gravity :life :light
Not sure how those could get some. Not that they need them, and as I said, the goal of this isn't to make all elements the same, but instead brainstorm different ways they could do similar things but still essentially be different.


Summary of different ideas-No Specific Element
Temporarily disable the permanent (x amount of turns)
Disables target permanent as long as your own permanent is on the field-Vines (http://elementscommunity.org/forum/index.php/topic,18812.0.html)
Destroy the permanent after x amount of turns Erosion (http://elementscommunity.org/forum/index.php/topic,20710.0.html)
Change ability of permanent
Increase cost of permanent effect (1 time effect)
Increase cost after every use-Ruin (http://elementscommunity.org/forum/index.php/topic,30678.0.html)
Change The Permanent-Structural Shift (http://elementscommunity.org/forum/index.php/topic,30673.0.html)
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Offline OldTrees

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Re: Permanent Control https://elementscommunity.org/forum/index.php?topic=30652.msg389596#msg389596
« Reply #1 on: September 06, 2011, 01:50:38 am »
Destroy (permanently)
Lobotomize
Reverse Time
Steal
Trade
Disable (ability inactivated)
Faulty (% chance of not working)
Resource denial/Activation cost manipulation
Negate [equal and opposite effect. (SoG vs 5 attack) or mitigating opposite effect]
That's 9 potential types already and some of these make sense in multiple elements. (not claiming all elements are covered in this listing)

We should not focus solely on Removal (Destroy, Lobotomize, Reverse Time, Steal and Trade). Some elements would defend against permanents in a soft manner (Disable, Faulty, Resource denial and Negate)
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Offline Xenocidius

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Re: Permanent Control https://elementscommunity.org/forum/index.php?topic=30652.msg389600#msg389600
« Reply #2 on: September 06, 2011, 01:56:15 am »
Don't cry because it's over, smile because it happened.

Offline BluePriestTopic starter

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Re: Permanent Control https://elementscommunity.org/forum/index.php?topic=30652.msg389603#msg389603
« Reply #3 on: September 06, 2011, 02:02:05 am »
Destroy (permanently)
Lobotomize
Reverse Time
Steal
Trade
Disable (ability inactivated)
Faulty (% chance of not working)
Resource denial/Activation cost manipulation
Negate [equal and opposite effect. (SoG vs 5 attack) or mitigating opposite effect]
That's 9 potential types already and some of these make sense in multiple elements. (not claiming all elements are covered in this listing)

We should not focus solely on Removal (Destroy, Lobotomize, Reverse Time, Steal and Trade). Some elements would defend against permanents in a soft manner (Disable, Faulty, Resource denial and Negate)
I am not sure if I would consider quanta manipulation (whether its draining it like devour, scrambling it like discord, or raising the cost) should be considered pc. It is more of quanta denial which effects all cards, not just permanents.
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Offline ddevans96

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Re: Permanent Control https://elementscommunity.org/forum/index.php?topic=30652.msg389606#msg389606
« Reply #4 on: September 06, 2011, 02:11:09 am »
wizelsnarf's Vines (here (http://elementscommunity.org/forum/index.php?topic=18812.0)) was a great example of soft PC and soft PC protection for :life as well.

:gravity could have some sort of Sinkhole. 'Target permanent's ability cost is doubled' or a similar effect.

:light could 'purge' the permanent of it's ability, making it produce quanta (maybe two of it's element) instead.
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Offline BluePriestTopic starter

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Re: Permanent Control https://elementscommunity.org/forum/index.php?topic=30652.msg389618#msg389618
« Reply #5 on: September 06, 2011, 02:23:24 am »
wizelsnarf's Vines (here (http://elementscommunity.org/forum/index.php?topic=18812.0)) was a great example of soft PC and soft PC protection for :life as well.

:gravity could have some sort of Sinkhole. 'Target permanent's ability cost is doubled' or a similar effect.

:light could 'purge' the permanent of it's ability, making it produce quanta (maybe two of it's element) instead.
I like both of those.They fit and are different from whats already in the game. Adding them to the list.
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Offline OldTrees

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Re: Permanent Control https://elementscommunity.org/forum/index.php?topic=30652.msg389624#msg389624
« Reply #6 on: September 06, 2011, 02:32:58 am »
Destroy (permanently)
Lobotomize
Reverse Time
Steal
Trade
Disable (ability inactivated)
Faulty (% chance of not working)
Resource denial/Activation cost manipulation
Negate [equal and opposite effect. (SoG vs 5 attack) or mitigating opposite effect]
That's 9 potential types already and some of these make sense in multiple elements. (not claiming all elements are covered in this listing)

We should not focus solely on Removal (Destroy, Lobotomize, Reverse Time, Steal and Trade). Some elements would defend against permanents in a soft manner (Disable, Faulty, Resource denial and Negate)
I am not sure if I would consider quanta manipulation (whether its draining it like devour, scrambling it like discord, or raising the cost) should be considered pc. It is more of quanta denial which effects all cards, not just permanents.
True, Quanta manipulation is not PC but it is a working defense against Permanents. I thought I would include it in the list since it is more reasonable for all elements to have defense against permanents than it is for them to have hard or soft PC.
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Offline SnoWeb

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Re: Permanent Control https://elementscommunity.org/forum/index.php?topic=30652.msg389719#msg389719
« Reply #7 on: September 06, 2011, 09:17:17 am »
A while ago I made a small series on this thoughts: Duos of Opposing elements as soft PC (http://elementscommunity.org/forum/index.php/topic,27050.0.html)
In there the most inventive effects were:
  • :darkness: Convert - the ability of the target permanent is now triggered with :light.
  • :death: Oblivion Requiem - Target permanent becomes invisible to your opponent for 1 turn.
  • :time: Repose - traps the target  permanent into a time bubble  for 1 turn.
  • :earth: dust jam - removes any actively triggered ability from the target permanent.
wizelsnarf's Vines (here (http://elementscommunity.org/forum/index.php?topic=18812.0)) was a great example of soft PC and soft PC protection for :life as well.
I agree this card is really inventive a fits life very well.

Offline Tiko

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Re: Permanent Control https://elementscommunity.org/forum/index.php?topic=30652.msg389724#msg389724
« Reply #8 on: September 06, 2011, 10:17:14 am »
I have recently been thinking about permanent control. I believe it to be one of the most powerful tools in the game, and something that many elements should have in some way shape or form. The key word there is most, not all. Currently, this is what we have...

 :aether-None
 :air-Freeze/Shockwave
 :darkness-Steal
 :death-None
 :earth-Quicksand/Pulvy
 :entropy-Butterfly Effect
 :fire-Deflag
 :gravity-None (but can ignore shields)
 :life-None
 :light-None
 :time-None
 :water-Freeze/Shockwave

We have...
Stealing- :darkness
General Destruction- :fire :entropy :earth
Pillar Destruction- :earth
Weapon Destruction- :air/ :water

As far as strictly mono...
Stealing- :darkness
General Destruction- :fire :entropy
Pillar Destruction- :earth

Strictly mono is what I believe should be the focus.
So the remaining elements are....
 :aether :air :death :gravity :life :light :time :water

I can see...
 :death/ :water having a similar permanent destruction type.
 :death-Decay:Target permanent is destroyed in x amount of turns. Has a % chance of spreading to a touching permanent.
 :water-This could very well be a buff to inundation-While inundation is on the field it will slowly flood a random permanent. After x amount of turns the permanent will be destroyed. Goes on to another permanent afterwards or could just randomly start flooding them. (think im going to go on to the buff inundation thread with this one.

 :aether/ :time Could easily delay permanents so that they wont work for a while. (:aether shock, and :time delay)

 :gravity-sinkhole: target permanents cost is doubled

 :light-purge:target permanents ability is removed. Produces x amount of its element each turm

Then there is still  :air :gravity :life :light
Not sure how those could get some. Not that they need them, and as I said, the goal of this isn't to make all elements the same, but instead brainstorm different ways they could do similar things but still essentially be different.
You missed Trident, though it's a duo ability. Also, it seems Water will have some sort of freeze effect for permanents in the form of a shard (which effect is somewhat 'uncreative', in my opinion at least).
There was the idea of a PC for Water named 'Corrosion' floating around a while back, which would've been a kind of poison for permanents. I really wonder what happened to that..
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Offline ZephyrPhantom

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Re: Permanent Control https://elementscommunity.org/forum/index.php?topic=30652.msg389768#msg389768
« Reply #9 on: September 06, 2011, 01:30:19 pm »
You missed Trident, though it's a duo ability. Also, it seems Water will have some sort of freeze effect for permanents in the form of a shard (which effect is somewhat 'uncreative', in my opinion at least).
There was the idea of a PC for Water named 'Corrosion' floating around a while back, which would've been a kind of poison for permanents. I really wonder what happened to that..
I think that idea was done twice but this sounds like something similar to that : Erosion | Rust (http://elementscommunity.org/forum/index.php/topic,20710.0.html)

Offline TheManuz

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Re: Permanent Control https://elementscommunity.org/forum/index.php?topic=30652.msg389792#msg389792
« Reply #10 on: September 06, 2011, 02:33:40 pm »
I'd like the concept of a broken permanent, that go worse at every use.
Passive skill Broken: every time the ability of this permanent is used, its cost increase by 1 quanta.

And of course some spell or weapon that break things!

Offline SnoWeb

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Re: Permanent Control https://elementscommunity.org/forum/index.php?topic=30652.msg389831#msg389831
« Reply #11 on: September 06, 2011, 04:23:15 pm »
And of course some spell or weapon that break things!
Very interesting. Please make this card or tell me and I will do it.

 

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