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Sailing the Seven Seas - A discussion about Water https://elementscommunity.org/forum/index.php?topic=35175.msg443265#msg443265
« on: December 29, 2011, 09:11:58 am »
First of all, this thread was not meant to be a reproduction of willng3's topic (http://elementscommunity.org/forum/index.php/topic,33547.0.html), nor it was meant to facilitate another set of ill-considered card ideas. Still, I know that it will be an unavoidable side effect, so - as one of the few who spends his Elements time mostly with Water-based decks - I'll try to share my knowledge and/or experience the best as I can to help out in this matter. I'd like to keep this topic as a generic discussion about Water and clean of random card ideas, so please post them elsewhere; I hope this point of view won't violate the spirit of this section. I'll explain why.

The idea of this discussion has been taking shape within me long before I gained my title or joined the ranks of War, but I never felt myself experienced (or known?) enough to actually start it. Recently, though, I noticed the many (Water and other) card ideas that have been posted in the CIA section, and while some of them are good or 'tolerable', a great portion of them just doesn't make sense, would be completely useless or would hurt the element even more if they were implemented. I don't really consider myself as one of the 'Card designers', as it is hard for me to come up even with 6 (good and balanced ones) to make a portfolio, but I find many ideas out there (not only Water) lacking in care, throughout thoughts and balancing, or just playing experience behind it. Didn't meant offense to anyone, but I hope this topic will serve as a kind of guideline about Water's strengths and weaknesses, what it has and what it lacks in.

Warning: Wall of Text upcoming.


"Ice, alchemy and aquatic beings are under the control of Water elementals. Some examples of Water elementals skills are: “Freeze”, “Ice Bolt”, and “Purify”, which is used to remove poison. Water elementals have a good balance between offensive and defensive skills."


Water is considered amongst the weakest elements, and while I protest, I acknowledge its flaws and sadly, the Card Usage Statistics also support this common view. It is also maddening, that there is no real point using my favorite element in unrestricted and everyday gaming, because there are many better and more efficient ways to win games. I'd like to make a full overview of the element here, so that maybe these flaws and deficiencies can be highlighted, and though I have my personal thoughts and solutions, I would like to hear the opinions of various different players before making any final conclusions.
The in-game definition - which I find a little too limited when keeping in mind the theoretical (classical) element - covers Water nicely, but it has a quite interesting ending: "Water elementals have a good balance between offensive and defensive skills." This sentence persuaded me when I first joined Elements, only to reset my account later to try out the others (the starter deck is an extremely weak one), yet I wonder how fitting is it for the current setting.

So let's get started with a card by card breakdown:

 :water Creatures

Chrysaora | Physalia: :death The cheapest creature of all, close to useless by itself, though. But with available death-quanta and early drawn Arsenic/Poisons, a few of these can ramp up poison counters fast. Some people argue about the reasoning to upgrade them, but it literally triples the damage output they can provide and they can be played right from the start, so I say it's a nice investment. Nothing wrong with them.

Blue Crawler | Abyss Crawler: Often ignored unupgraded, mostly because it's compared to Frogs, but still it has its uses. Also, the game is starting to lack in plain hitting creatures, and I see no reason for giving them an ability too. Bless them, or bring out a Green Nymph with a few Forest Spirits (and maybe some Druidic Staves) and watch how deadly they can be. Abyss Crawlers on the other hand are your best friends overall. Great creatures.

Toadfish | Puffer Fish: :air Dubbed as the ugliest creatures around, with the buff they recieved long ago paired up with their average playing cost, formidable stomping power and an off-element CC ability as a  bonus (furthermore their ridiculously cheap bazaar cost) makes them awesome mid-hitters. Puffer Fishes - aside from that they're the most happy when overdosed with Epinephrine - are expensive for their effect and need a real stall backup when relying on them. Still, there are decks that can make a great use of them, and they're somewhat durable. I haven't really made up my mind about whether it needs any modifications or not, and if yes, what exactly; the only thematic fix I'd love to see about Puffer, if it gained the passive 'Ranged' - they are shooting those barbs anyway, and it wouldn't be a gamebreaking change, in my opinion.

Mind Flayer | Ulitharid: :aether Walking Lobotomizers that are cheap enough to play them early; very destructive against certain decks, and also favored by many speedbow decks lately. Ulitharids feel a little expensive sometimes: many creatures gain huge stat boosts when upgraded for no cost increase, while they get a measly +1/+2, which - other than making them more durable and a nice Epinephrine candidate - isn't really worth it, especially when compared to Lobotomizer.

Arctic Squid | Arctic Octopus: With the ability cost decrease the Squids became much more viable; despite this you'll often find yourself running dry on quanta after a few turns of squidlocking your opponent. They are weak, fragile, but the ability they posess is *very* powerful and they are also rare cards. Perfect.

Ice Dragon | Arctic Dragon: Well, it's a dragon, not much to say. When upgraded, it's a real aggressive one, one of the best.

Steam Machine: :fire The latest addition to Water's creatures, a true powerhouse. Sadly, unupgraded they recieved a minor nerf to their health shortly after, which I think was really, really unnecessary. They are slow, but it compensates the potential damage output they might hold. The upkeep to maintain them is reasonable too.

 :water Spells

Freeze | Congeal: Delay a creature for 3/4 turns for a single drop of Water? Always nice to have one nearby - and it also serves as one of the few possibilities to insta-kill a creature (like an Overdriven Titan..). Great card.

Ice Bolt | Ice Lance: Creature and (soft) weapon control, the latter was a great addition. The damage can't keep up with its Fire counterpart, but a great spell nonetheless. Quanta cap killed its OTK capacity though.

Purify: A hard counter to poison damage, and minor healing as a side effect. Yet it is often overlooked - with a reason. A single Purify completely removes all the poison counters, but a single Poison/Deadly Poison removes its respective Purify counter. Fair enough. The problem with it, is that it gives you card disadvantage, because there are many other cards that you could put into your deck instead for improving your chances to win, unless you're really expecting poison. And the healing it provides is just not enough to make it matter. Many suggestions are around how this card could be buffed; in my opinion, it's good as it is, it only needs - at least - another way to increase regeneration counters. Maybe with that, the card's use wouldn't be so limited, and it would qualify as a form of (real) healing too. Perhaps increasing its healing to 2 | 3 could also help.

Nymph's Tears: My personal favorite, the ultimate link with the other elements; a rightly timed nymph can turn around hopeless battles, but you should never rely solely on them. I don't know if a cost reduction is necessary or not, it is a powerful alchemy spell. Never underestimate girls.

 :water Permanents

Ice Shield | Permafrost Shield: A great shield overall with insane (creature) blocking potential, it surely deserves its high cost. It's just awesome.

Trident | Poseidon: :earth A really underused weapon, with an off-element ability. Since Pendulums are available, it has been weakened even more. With other means of quanta-denial or in restricted settings, it can prove to be quite powerful, but often Earthquakes are still faster. There are many suggestions floating around for this also. The very first thing I'd do, personally, is to give Poseidon an additional +2 damage. If a dagger (Vamp) or a shortsword (Discord) can do that much of an injury (with automatic denial for the latter also), what horrors can a pitchfork do? Even then, Trident may need a fix.

Flooding | Inundation: Perhaps the most debated Water card but overall tagged as useless. I share the view that with the latest patch, it became quite fun and sometimes even useful. Of course, it's not the card that you'll put in your everyday rainbow, but now it serves its purpose better. Moreover, SoP was an.. umm.. 'nice try' as a first step to widen its use, yet it still lacks in something.



Well, so far it doesn't look that bad.


 :water Synergies



Water is also known from its increased ability to synergize with other elements, as many of its tools are using other type of quanta to use them to full effect. I tried to mark those cards with the respective elements, and if we count Nymph's Tears too (which is useless on a pure Water Pillared setup), that's 6 out of 14 cards (I left out Nymph Queen willingly). Looking through the card ideas from time to time, the way I see it, many people are trying to 'patch up' Water with its missing direct synergies. This is not a bad thing, but I often find them overlooking already existing ones, or making cards that only focus on one single synergy without keeping in mind the usability of that card outside that duo/combo in subject. Perhaps creating a card that can stand in its own right while still providing possible synergies would prove more helpful than following the tendency of "duo-creatures".

I'll try to list some basic (mostly duo) synergies with each and every element in the following:

 :aether Aether

  • Dimensional Shield and Fractal is always good to have. The latter is a bit tricky with Water creatures, though.
  • Quintessence is the best thing that can happen to your Squids for example. Steam Machines like it too.
  • You gain access to some very hard CC with Lightnings - combined with Flayers and Freeze-effects, many things can be stopped. Many.
 :air Air

  • Toads, Squids, Arctic Infection. Enough said.
  • Paired with Ice Bolt, Shockwave is a form of weapon control. Paired with Freezes, even Gravity creatures will fall to CC.
  • Access to cheap shields, and better weapons.
  • Very nasty surprise nymphs.
 :darkness Darkness

  • With Cloak made available recently, not only your Squids are safe, but your Permafrost remains untouched too.
  • It is also easier to operate with Crawlers, Drakes and Liquid Shadow (Black Nymph).
  • Access to PC, a better weapon and an alternate shield.
  • Voodoo is the only way to destroy immaterial/protected weapons.
 :death Death

  • Chrysaora, Poison, Arsenic, Puffers: everyone loves Speed Poison.
  • Aflatoxin and Flooding can end up in a very nasty table-lockdown. Grey Nymphs can also help with that.
  • Access to other cheap mid-hitters and mass CC.
 :earth Earth

  • Tridents/Earthquakes, naturally.
  • Wardens as cheap alternatives for Squids. Mixing stacked delay with Freeze is annoying.
  • Your expensive shield gets stolen/blown off? Protect it!
  • Don't underestimate Armored Squids.
 :entropy Entropy

  • Nova/Supernova: Using more than one off-element is always nice.
  • Access to Healing, PC, instakill.
  • Cheap Buffs and Mutation can help your weak creatures.
 :fire Fire

  • Steam Machines.
  • Access to PC, (Mass) CC, and other cheap, 'immortal' or strong hitters.
 :gravity Gravity

  • Momentum can eliminate Water's one main weakness: shields.
  • Piranha style CC with Gravity Pull.
  • Access to better weapons and surprise nymph (Black Hole) for more denial.
  • Increased Catapult damage.
 :life Life

  • Forest Spirits. Life needs Water.
  • Access to various healing cards, alternate shield and of course: Adrenaline.
 :light Light

  • Access to various healing methods, alternate shields and weapon.
  • Roleplaying with Bioluminescence..
 :time Time

  • Freeze with Rewinds and Turtle Shield: really annoying lockdown.
  • Highly increased drawing power, and also additional tough hitters with Golden Nymphs.
  • Access to alternate shield and weapon.
  • Sundial softens the Shard of Patience handicap.
And so on..

The way I see it, there is no 'missing' synergy. It's just that only some of them are more obvious than others.




Now the question is, what is the problem then with Water? It has creatures to hit (and they hit hard), an outstanding shield, loads of control and insane amount of synergies. Sure, it has no real Permanent Control, but only 3 (and 2 half) elements has those, and it holds all the support to splash in some, so it shouldn't be that much of a problem. Still, it lacks in something to let it compete with other elements in popularity or power..
 
Let me adress one thing - then I'd like to hand out the discussion to the community -, that I couldn't find a way to get around, namely: it's slow. And I'm not talking about Tsunami-like rush decks, but in general; it has tools to compensate its speed, but the thing is, every other Water card is expensive, require off-element to function or somekind of an upkeep to maintain. And while many other elements are having similar 'symptoms', most of them have their alternate means to generate quanta. This and the fact that there is no real support in the game for other than Duos and Rainbows, paired with the current, "domination-style" metagame provides a real hard time for Water to succeed. I belive this is one (or two) of the main weakness(es) that limits the element so much. Don't get me wrong, I'm still enjoying playing with it, and I also prefer games which needs more than mindless clicking - and Water provides just that. I only feel that it's underestimated more than it deserves, and with the introduction of the new set of shards, it didn't get the care/attention that it really needed.

Please remember, this topic was not meant to be a host of card ideas - I'd like to see it as more of a generic discussion; but I believe one of the assigned staff members will make a seperate topic for those sooner or later. Also, Daguerreo promised to collect a bouquet of links to already existing ideas (which I won't comment in any way), so no need for you to do that.

I'll update this post when there will be solid conclusions and suggestions in which most of the community agrees. So please, share your thoughts and/or your experiences, or feel free to correct me if you think I'm wrong. Thanks for your time; discuss.

:water   "..It is in this domain that the living suffer great extremes, it is here that the water-failures, driven to desperation, make start in a new element.
It is here that strange compromises are made and new senses are born."

Offline DSSCRA

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Re: Sailing the Seven Seas - A discussion about Water https://elementscommunity.org/forum/index.php?topic=35175.msg443280#msg443280
« Reply #1 on: December 29, 2011, 11:30:36 am »
synergies section is pretty interesting also I like your take on crawlers in my opinion as well they don't really need an ability.

Also trident really needs a rework not a buff imho
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Offline Shrink

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Re: Sailing the Seven Seas - A discussion about Water https://elementscommunity.org/forum/index.php?topic=35175.msg443285#msg443285
« Reply #2 on: December 29, 2011, 12:54:34 pm »
Over my time playing EtG, I have always dubbed :water the element that always needs a partner. I completely agree with your analysis of the cards, especially the synergies section; It backed up my original thoughts. :water is in need of a way to last alone. I don't mean be an all out powerhouse that can always hold it's own, but it has to be able to hold it's ground for longer. It has to be able to win, alone.

Crawlers are one of my favorite cards because their damage output and low cost. Sure, the unupped is kinda weak, but those Abyss Crawlers all lined up on the battlefield are a force to be reckoned with. This may undermine my point that :water needs to hold it's own, but crawlers cannot do the whole job. Finding all six cards, even in a 30 card deck, is difficult without having some die before your force is out there.

Upped puffer destroys the need of air quanta (besides the congeal combo you mentioned) and they are a pretty sweet card, but the poison build up is a little too slow for my taste. A cost at 5 is just too much compared to a :death duo with chrysaora and poisons.

Arctic Squid is hard to use against fire, but as you said, armored squids are powerful.

I love a little CC, and that is really what :water spells are about (besides purify). They are strong alone, and stronger with other elements.

I don't want to go too far in depth, but overall, I very much agree with your point of view on your element.
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Re: Sailing the Seven Seas - A discussion about Water https://elementscommunity.org/forum/index.php?topic=35175.msg443355#msg443355
« Reply #3 on: December 29, 2011, 07:07:35 pm »
Thanks for starting a topic like this.


Also, it's been a while since I came to the convinction that what Water really needs is a unique, new quanta producer. Sort of like a new Nova or Immolation, only suited for Water (I think a synergy / trio quanta producer would be great). Without entering in too much details as you don't wish to discuss of card ideas, would you agree that a quanta producer would be a good addition / complement to this element's arsenal?
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Re: Sailing the Seven Seas - A discussion about Water https://elementscommunity.org/forum/index.php?topic=35175.msg443357#msg443357
« Reply #4 on: December 29, 2011, 07:26:06 pm »
This is pretty much my entire viewpoint on Water. It is taken from the 4th Trials, Phase 3.

Q&A:
Q: “True or False: Water is CURRENTLY the weakest element because most of its creatures/spells rely on other elements in order to have a true effect in battles. Explain your reasoning if you agree or disagree with the statement.”
False. Now, I could tell you about a poor element that has basically no defense against reverse time, or I can point out a flaw in your reasoning.
If we added 20 weak duo-reliant Fire creatures, it wouldn't make Fire the weakest element. The thing is that Water has plenty of good cards. In a duo-less environment, Congeal is great for 4 turns of respite against any high-hp creature, and it barely puts a dent in your quanta. Mindflayer, Blue Crawler, and most definitely Toadfish are good, low-cost cards. Ice Dragon, with 9 damage and a hefty 6 hp, is a beautiful and reliable beat-stick. Ice Bolt, although weaker than Fire Bolt, can be combined with the cheaper cards in Water as shown (http://elementscommunity.org/forum/index.php/topic,12691) Permafrost is one of the most devastating shield against non-momentum'd PC-less decks. Although you can't use many of the creatures' "true effects" (although I'd rather call them "supplementary effects"), the fact of the matter is that they still have plenty of good effects in a mono environment, plenty of good decks, and plenty of surprises to catch people unprepared.
And why is a mono environment so important, anyways? There are many non-mono decks where water is a strong contributor, you can't say that the water does nothing. In an air mark Toadfish deck, is Toadfish not the star player? Doesn't this prove the capability of Water? This supposed weakness can also be a strength. As Water's meta-game is balanced towards integration with other elements, to mono-focused players Water will seem week. However, the game allows all kinds of decks, and elements balanced in the other direction, where mixing with others usually causes a loss of efficiency, are more predictable since they technically have a smaller card pool.
In conclusion, since Water decks can be made without the use of supplementary, duo-reliant effects, Water is still strong in the mono environment. In addition, the mono environment isn't a true representation of the actual meta-game, so nothing can be concluded from saying one element can't make mono decks.
It is generally accepted that Water is one of the weaker PvP elements.  What balancing measures do you think would help make water more competitive?  Is there a buff to an existing card you think would help with balance?  Perhaps a new card? (You don't need to design a new card to answer obviously but a suggestion of what it might look like would be great) Something else?

I am not looking to make Water over-powered but rather to address a perceived imbalance with this element.  If you don't think the imbalance exists then perhaps you could say why you think so?
Taken from my answer to Kuroaitou's first question, not because I'm too lazy to generate new ideas, but because I believe that it fully addresses your question and I don't want to be redundant:
Quote
The thing is that Water has plenty of good cards. In a duo-less environment, Congeal is great for 4 turns of respite against any high-hp creature, and it barely puts a dent in your quanta. Mindflayer, Blue Crawler, and most definitely Toadfish are good, low-cost cards. Ice Dragon, with 9 damage and a hefty 6 hp, is a beautiful and reliable beat-stick. Ice Bolt, although weaker than Fire Bolt, can be combined with the cheaper cards in Water as shown (http://elementscommunity.org/forum/index.php/topic,12691) Permafrost is one of the most devastating shield against non-momentum'd PC-less decks. Although you can't use many of the creatures' "true effects" (although I'd rather call them "supplementary effects"), the fact of the matter is that they still have plenty of good effects in a mono environment, plenty of good decks, and plenty of surprises to catch people unprepared.
And why is a mono environment so important, anyways? There are many non-mono decks where water is a strong contributor, you can't say that the water does nothing. In an air mark Toadfish deck, is Toadfish not the star player? Doesn't this prove the capability of Water? This supposed weakness can also be a strength. As Water's meta-game is balanced towards integration with other elements, to mono-focused players Water will seem week. However, the game allows all kinds of decks, and elements balanced in the other direction, where mixing with others usually causes a loss of efficiency, are more predictable since they technically have a smaller card pool.
In conclusion, since Water decks can be made without the use of supplementary, duo-reliant effects, Water is still strong in the mono environment. In addition, the mono environment isn't a true representation of the actual meta-game, so nothing can be concluded from saying one element can't make mono decks.
So Water is just as balanced as all the other elements, I see no reason to focus on improving its ability. There are obviously some cards that don't fit perfectly in the current meta-game (Trident, Flooding, Purify), but those cards would not be fixed by forcing them into a niche of the current meta-game but by creating not-necessarily-water cards to promote a broader addition to the meta-game where they would naturally find their niche.
Water has not received a new card an a few patches.  What do you think water needs and propose an idea for a new card for water.
I think that Water, being a fluid element, should have some more cards with flexible uses, like Ice Bolt after its buff and Nymph's Tears. Compared to Fire, which has the spells Deflagration, Cremation, Fire Bolt, Rage Potion, and Rain of Fire, Water has very little spells. It also has a low amount of permanents, with only pillars/pends, the rare weapon, and one shield. Water is a fragile element, with its greatest control cards being in the form of low-resilience creatures . Therefore, it needs more cards that react against the opponent in an efficient way.
Rather than using a method of "Open Synergy" like Aether (PU, Fractal, etc.) Water focuses on forced duos.

With that said, do you consider this fact an advantage or a disadvantage?
I don't really see how balanced cards in an element can make the element (defined as the set of cards) "better" or "worse" than another element (a different set of cards). A deck isn't composed of exactly one copy of every card in one element. Since none of the cards in the game are devastatingly imbalanced, underpowered, or overpowered. Therefore, if there is at least one mono-water deck that can do as well as the other mono decks in a competitive environment, then I guess you could say that water is as balanced, advantageous, etc. as the other elements. The only thing against my "at least one" theory about decks that use exactly one quanta type is the amount of competitive decks that can be made from those cards. The only benefit that comes from being able to make more than one is when, in the beginning of the match when your opponent only sees your pillars, you may be able to force the opponent to make bad judgments because the opponent thinks you have a different deck.

When you stray from one quanta type, then you lose consistency in your quanta generation, I will admit that. However, that's a difference between monos and duos, not a difference between "open synergy" and "forced duos." As long as there is at least one water duo that does just as well as all the other duos, then we could say that "forced duos" are just as advantageous/disadvantageous as "open synergy." Now, the original problem in my "at least one" theory doesn't pertain to Water duos vs. Aether duos, since there are only so many cards that you can play with the now smaller quanta pools you have. In the area of being less predictable, at least when comparing Water and Aether, Water's creature abilities can be SoR'd and many can be played off of rainbow quanta generation, while, if you're focusing on fractal in an Aether duo, you most likely aren't doing a trio and the opponent can narrow down the possibilities based on the size of your quanta pool to figure out your deck. Again, predictability is only a factor when you can play two drastically different decks (like in It's A Trap!) and the opponent doesn't know your deck beforehand.

So basically, this was just my round-about way of repeating my answer to Kuroaitou and Bootza's questions: you can't really use those adjectives to describe two elements.

Offline TikoTopic starter

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Re: Sailing the Seven Seas - A discussion about Water https://elementscommunity.org/forum/index.php?topic=35175.msg443371#msg443371
« Reply #5 on: December 29, 2011, 09:06:35 pm »
Thanks for starting a topic like this.


Also, it's been a while since I came to the convinction that what Water really needs is a unique, new quanta producer. Sort of like a new Nova or Immolation, only suited for Water (I think a synergy / trio quanta producer would be great). Without entering in too much details as you don't wish to discuss of card ideas, would you agree that a quanta producer would be a good addition / complement to this element's arsenal?
Definitely. Even when playing an only partially Water-deck (unless you're splashing in Freezes/Flayers of course), you'll need excess quanta to conveniently play your counter-actions. And when you're running a Water-heavy deck, you'll more often than not find yourself in a situation, where you're agonizing on "What card should I play next? A creature; or wait some more to play a shield? Which ability should I activate, can I still afford it with the upkeep?" Etc.. It's not that bad as it sounds right now, but it hurts you enough most of the time to be unable to catch up with your opponent. An alternate quanta producing mechanic would be one of the finest remedies for Water, in my opinion.

A form of Trio-quanta producer on the other hand would open another countless and powerful possibilities, not to mention how it would affect the diversity of the decks commonly played; and not only for Water. Still, the more I tinker with it, the more confused I become about it, as it turns out it's really hard to balance out a card like this. Somehow I ended up in the conclusion that elemental-opposites could be a nice touch to bring into the game for this reason, but I'm really unsure about even this.
:water   "..It is in this domain that the living suffer great extremes, it is here that the water-failures, driven to desperation, make start in a new element.
It is here that strange compromises are made and new senses are born."

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Re: Sailing the Seven Seas - A discussion about Water https://elementscommunity.org/forum/index.php?topic=35175.msg443374#msg443374
« Reply #6 on: December 29, 2011, 09:25:02 pm »
A form of Trio-quanta producer on the other hand would open another countless and powerful possibilities, not to mention how it would affect the diversity of the decks commonly played; and not only for Water. Still, the more I tinker with it, the more confused I become about it, as it turns out it's really hard to balance out a card like this. Somehow I ended up in the conclusion that elemental-opposites could be a nice touch to bring into the game for this reason, but I'm really unsure about even this.
The main problem of a trio generator is that there is currently no way in-game to determinate the third element clearly. :/
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Offline Shrink

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Re: Sailing the Seven Seas - A discussion about Water https://elementscommunity.org/forum/index.php?topic=35175.msg443376#msg443376
« Reply #7 on: December 29, 2011, 09:29:41 pm »
The main problem of a trio generator is that there is currently no way in-game to determinate the third element clearly. :/
What about producing the element's opposite? This would open up so many possibilities for water's synergies.
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Re: Sailing the Seven Seas - A discussion about Water https://elementscommunity.org/forum/index.php?topic=35175.msg444600#msg444600
« Reply #8 on: January 02, 2012, 11:11:58 pm »
I expect this to develop into a valuable discussion.

I see three areas Water can be greatly improved.
1) I would like Mono Water to have more options.
2) I would like Water to have more quanta basis support for its non Mono options.
3) I would like Water to have more major mechanical themes. Freeze is well developed, Alchemy could be embellished more and I cannot think of a third.
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Re: Sailing the Seven Seas - A discussion about Water https://elementscommunity.org/forum/index.php?topic=35175.msg444603#msg444603
« Reply #9 on: January 02, 2012, 11:21:12 pm »
3) I would like Water to have more major mechanical themes. Freeze is well developed, Alchemy could be embellished more and I cannot think of a third.
Underwater creatures, maybe? (Shard of Patience, Flooding)

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Re: Sailing the Seven Seas - A discussion about Water https://elementscommunity.org/forum/index.php?topic=35175.msg444610#msg444610
« Reply #10 on: January 03, 2012, 12:20:27 am »
The water element is all about "interactions" with other elements so i've heared.
But if you look at any rainbow deck, you will see that the "deckbinding" elements are mostely  :time and  :entropy.
I find this to be illogical.

But what to do? Create more direct synergies with other elements? I dissagree, there are allready enough.
I believe that water needs more "water" cards. Cards that have an impact on their own, witout the need of another element.
I am a huge fan of the flooding mecanic. If we would create cards that synergyse with flooding, than finaly water could run on  :water instead of  :rainbow.
Also, a good quanta producer is neccesary.
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Re: Sailing the Seven Seas - A discussion about Water https://elementscommunity.org/forum/index.php?topic=35175.msg444618#msg444618
« Reply #11 on: January 03, 2012, 12:47:30 am »
This post makes me contemplate:  what would Elements:The Game be like if supernova were  :water instead of  :entropy ?

The water element is all about "interactions" with other elements so i've heared.
But if you look at any rainbow deck, you will see that the "deckbinding" elements are mostely  :time and  :entropy.
I find this to be illogical.

But what to do? Create more direct synergies with other elements? I dissagree, there are allready enough.
I believe that water needs more "water" cards. Cards that have an impact on their own, witout the need of another element.
I am a huge fan of the flooding mecanic. If we would create cards that synergyse with flooding, than finaly water could run on  :water instead of  :rainbow.
Also, a good quanta producer is neccesary.

 

anything
blarg: