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Offline moomoose

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Re: Graviton Behemoth | Graviton Behemoth https://elementscommunity.org/forum/index.php?topic=36486.msg458415#msg458415
« Reply #12 on: February 10, 2012, 02:38:54 am »
no.  i was not suggesting that their effects stack at all, nor did i mention them stacking in any way.  just that you would have to remove two of them.
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Offline UnderneathTheLens

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Re: Graviton Behemoth | Graviton Behemoth https://elementscommunity.org/forum/index.php?topic=36486.msg458417#msg458417
« Reply #13 on: February 10, 2012, 02:42:36 am »
no.  i was not suggesting that their effects stack at all, nor did i mention them stacking in any way.  just that you would have to remove two of them.
Oh, my bad then.

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Re: Graviton Behemoth | Graviton Behemoth https://elementscommunity.org/forum/index.php?topic=36486.msg458443#msg458443
« Reply #14 on: February 10, 2012, 05:29:26 am »
How much do you feel this card contributes to the game?
It adds mass Anti damaging CC. This is not a new quanta distribution (Pendulums) nor an explosively versatile combing card (Crusader). I would not rate this as top tier quality with the likes of Pendulums and Crusader. It covers the basic components of a good card to a T and is competent in some of the components of a great card. However its major failing (why it is good and not great) is that it will only alter and diversify the metagame within its existing bounds. It does not expand the metagame beyond its current bounds.

I also agree in part with moomoose. 8hp and hp/4 is the ideal effect but the cost should be raised to match the imposed card disadvantage and quanta investment the opponent suffers.
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Offline moomoose

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Re: Graviton Behemoth | Graviton Behemoth https://elementscommunity.org/forum/index.php?topic=36486.msg458553#msg458553
« Reply #15 on: February 10, 2012, 02:46:08 pm »
i saw earlier you said it protects them from infection, feels a little awkward thematically, as infection is an internal thing after it's application.  anyway, this got me to thinking, what about for acceleration, or rage potion?  both are "gain +|-" effects.  so would this creature make it so you could use acceleration with no downside, and rage potion with a limited downside? i can imagine some nasty decks based on these, amigos and acceleration.
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Offline TheManuz

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Re: Graviton Behemoth | Graviton Behemoth https://elementscommunity.org/forum/index.php?topic=36486.msg458562#msg458562
« Reply #16 on: February 10, 2012, 03:25:08 pm »
Not bad, but it really needs a cost increase.
I'd also prefer a fixed damage reduction (because it's simpler), but it's a personal taste.

Offline OldTrees

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Re: Graviton Behemoth | Graviton Behemoth https://elementscommunity.org/forum/index.php?topic=36486.msg458594#msg458594
« Reply #17 on: February 10, 2012, 05:56:55 pm »
Infection (Liquid Shadow), Acceleration and Rage would require a higher cost.

Not bad, but it really needs a cost increase.
I'd also prefer a fixed damage reduction (because it's simpler), but it's a personal taste.
I prefer the variable damage reduction. It is more complicated but it also has more flexibility for both players.
The opponent could use Snipe on the Behemoth to reduce the DR to 1 and then use a Shockwave on a 3hp creature.

@Zblader
It is hp/4 rounded down correct? 1 Lightning would remove 2DR?
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Offline OdinVanguard

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Re: Graviton Behemoth | Graviton Behemoth https://elementscommunity.org/forum/index.php?topic=36486.msg458622#msg458622
« Reply #18 on: February 10, 2012, 07:35:34 pm »
How about making the ability active rather than passive, say with a cost of 1 :gravity.
That should take care of worries over the expense without needing to raise the summoning cost. It also makes non-damage cc a viable counter.
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Offline OldTrees

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Re: Graviton Behemoth | Graviton Behemoth https://elementscommunity.org/forum/index.php?topic=36486.msg458636#msg458636
« Reply #19 on: February 10, 2012, 08:29:13 pm »
How about making the ability active rather than passive, say with a cost of 1 :gravity.
That should take care of worries over the expense without needing to raise the summoning cost. It also makes non-damage cc a viable counter.
The ability is active (able to be removed by lobotomy). It merely is not activated.
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Offline moomoose

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Re: Graviton Behemoth | Graviton Behemoth https://elementscommunity.org/forum/index.php?topic=36486.msg458685#msg458685
« Reply #20 on: February 10, 2012, 10:49:55 pm »
depends on what he meant by: This would be represented by a passive ability called "Cumbersome", for use with other card ideas.

could either be talking about the card mechanic as a whole, or as a passive that would limit its active ability
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Offline ZephyrPhantomTopic starter

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Re: Graviton Behemoth | Graviton Behemoth https://elementscommunity.org/forum/index.php?topic=36486.msg458734#msg458734
« Reply #21 on: February 11, 2012, 12:48:50 am »
i saw earlier you said it protects them from infection, feels a little awkward thematically, as infection is an internal thing after it's application.  anyway, this got me to thinking, what about for acceleration, or rage potion?  both are "gain +|-" effects.  so would this creature make it so you could use acceleration with no downside, and rage potion with a limited downside? i can imagine some nasty decks based on these, amigos and acceleration.
As for the whole damage issue, I'm looking at things from more a coding perspective than thematic when it applies. Poison and Rage Potion obviously count as damage due to giving damage in one "instance", but I'm not sure if Acceleration is "Lose HP from current value, gain attack" or "Take damage, gain attack." IMHO Rage Pot is okay, seeing as it's at least a duo and cannot invoke an extremely large longterm change and that using it on a Behemoth would make you lose the DR, forcing you to at least have a 3-card combo. (Behemoths cannot protect themselves or other Behemoths)

depends on what he meant by: This would be represented by a passive ability called "Cumbersome", for use with other card ideas.

could either be talking about the card mechanic as a whole, or as a passive that would limit its active ability
Cumbersome is a passive ability that limits a creature's active ability.
E.g. A Quantum Producing creature with Cumbersome would not produce quanta when delayed.

Infection (Liquid Shadow), Acceleration and Rage would require a higher cost.

Not bad, but it really needs a cost increase.
I'd also prefer a fixed damage reduction (because it's simpler), but it's a personal taste.
I prefer the variable damage reduction. It is more complicated but it also has more flexibility for both players.
The opponent could use Snipe on the Behemoth to reduce the DR to 1 and then use a Shockwave on a 3hp creature.

@Zblader
It is hp/4 rounded down correct? 1 Lightning would remove 2DR?
Yes, ability always rounds down.
Behemoth Defense value starts at 2.
Lightning is played, 5 HP (Behemoths do not affect themselves or fellow Behemoths).
8 - 5 = 3, 3/4 = 0.75 

Card Update:
Raised cost to 6 | 5.
Clarified the notes a bit - DR does not apply to any Graviton Behemoth.

Offline moomoose

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Re: Graviton Behemoth | Graviton Behemoth https://elementscommunity.org/forum/index.php?topic=36486.msg458737#msg458737
« Reply #22 on: February 11, 2012, 12:52:03 am »
well, acceleration and rage potion are both phrased as "gain +x|-x", whether it be a single occurrence or not, i would think whichever way you go with one, you would have to with the other.

oh- and amigos is what i call them, just like kfc's for the cockatrices
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Offline ZephyrPhantomTopic starter

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Re: Graviton Behemoth | Graviton Behemoth https://elementscommunity.org/forum/index.php?topic=36486.msg495803#msg495803
« Reply #23 on: May 09, 2012, 10:33:54 pm »
Many thanks to everyone that has voted Graviton Behemoth to the Forge! Keep up the support!

 

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