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Un problemo.My response? Hope. This card is meant to suck against shields.
RoL/Fractal decks are now completely useless. Crank one of these out, and the enemy takes a ton of damage just by clicking End Turn.
as it stands it is a counter to fractal, pharoah, FFQ, and boneyard, but it is a ?way way way way WAY to OP of a counterShields. That is all I will say.
Momentum.as it stands it is a counter to fractal, pharoah, FFQ, and boneyard, but it is a ?way way way way WAY to OP of a counterShields. That is all I will say.
as it stands it is a counter to fractal, pharoah, FFQ, aflatoxin, and boneyard, but it is a way way way way WAY to OP of a counter,
Edit: maximum of 73!!!
dont forget fly weapon momentum, and only shields capable of blockin THAT much damage are, dusk shield, fog shield, phase shield, and bonewall, only 2 of which are common in decks
Momentum.as it stands it is a counter to fractal, pharoah, FFQ, and boneyard, but it is a ?way way way way WAY to OP of a counterShields. That is all I will say.
Like others, I find that the main problem is that with many of these out, then you do wayyyy too much damage.*sigh* I am reexplaining this for like the 3rd time.... and from your questions, I imply you have not read the earlier posts, no?
Either make it not stack, or I would reduce both retaliations to 1 damage, and make it stoppable by shields. I know that's against what you are after but that's the best way I can think of to balance it.
For the upgrade you could either increase damage dealt or decrease cost to play.
way too powerful.There are cards called steal and explosion, learn to use them. There is also a strategy called out-damaging or out speeding your opponent. And quite ironically, emphatic bond makes a good counter to this. Don't use Life Quanta? Use SoG's instead.
I'm thinking of this as a parallel to empathic bond. empathic bond gives you a 1 HP swing per creature, and costs 5. This gives you a 2(or 3?!) HP swing per creature (of your enemies), and deals 4 damage on top of that, and only costs one more?
And you can stop this with shields? Shields shouldn't be a requirement to survive (and then, not every shield would do much to help... fire shield? procrastination?).
Whoops, typo. I meant NOT stoppable by shields. I read the posts before this. I understand you want to make a powerful weapon that is weak to shields, but it's a little bit too powerful imo. the maximum amount of any weapon you can get right now is 12 with a PU duo. I don't think the damage should stack. Either leave the retaliation as it is without a stacking effect, or decrease the damage to 1. This means it's a little bit cheaper to play, but weaker cards are also easier to balance than stronger cards.Like others, I find that the main problem is that with many of these out, then you do wayyyy too much damage.*sigh* I am reexplaining this for like the 3rd time.... and from your questions, I imply you have not read the earlier posts, no?
Either make it not stack, or I would reduce both retaliations to 1 damage, and make it stoppable by shields. I know that's against what you are after but that's the best way I can think of to balance it.
For the upgrade you could either increase damage dealt or decrease cost to play.
I already made Retaliation blockable by shields. Also, each 2 | 3 damage from ANY Retaliation is a seperate damage instance, rather than a giant piledrive or stack of damage, so a decent shield would completley shut this down. Damage from Temporia's retaliation also triggers shield effects, so Permafrost Shield, Procastination, and Gravity Shield will stop animated versions dead cold, and Wings, Boneyard, and Phase Shield would make it do zero damage. And yes, the upgrade is a 1 damage bonus to each Retialiation instance damage, which can be STILL completley stopped by Hope, Titanium Shield, etc. Or you could just out-damage the opponent.
Let me provide an example.
I am playing Emeraldtiger. Tiger has 4 RoL's on the field and I have an unupped Temporia. He ends his turn and Temporia deals 2 damage for 1 RoL attacking, then does 2 more damage for the next RoL aattack, then 2 more for for the next RoL attack, then 2 last damage for the last RoL attack.(think Adrenaline).
I animate my unupped Temporia and played an upped Temporia.
ET's turn. He plays Hope. and ends his turn. Now each Temporia would deal sseperate damage for each attack in this case, so if one RoL attacked, one Temporia would deal 2 damage and then the other would deal three. However, since ET's Hope blocks 4 damage each time, each instance of 2 or 3 damage would not get through.
outspeeding him? either I'm going to run lots of little creatures, in which case this weapon is one card that does half the work of the horde of creatures I had to draw(or fractal) and play, or I'm going to use a few big creatures that I squeeze out quickly thanks to cremation or supernova or w/e, in which case you can use eternity or rewind (which, conveniently, are in the same element as this weapon), and I'm boned.way too powerful.There are cards called steal and explosion, learn to use them. There is also a strategy called out-damaging or out speeding your opponent. And quite ironically, emphatic bond makes a good counter to this. Don't use Life Quanta? Use SoG's instead.
I'm thinking of this as a parallel to empathic bond. empathic bond gives you a 1 HP swing per creature, and costs 5. This gives you a 2(or 3?!) HP swing per creature (of your enemies), and deals 4 damage on top of that, and only costs one more?
And you can stop this with shields? Shields shouldn't be a requirement to survive (and then, not every shield would do much to help... fire shield? procrastination?).
outspeeding him? either I'm going to run lots of little creatures, in which case this weapon is one card that does half the work of the horde of creatures I had to draw(or fractal) and play, or I'm going to use a few big creatures that I squeeze out quickly thanks to cremation or supernova or w/e, in which case you can use eternity or rewind (which, conveniently, are in the same element as this weapon), and I'm boned.Hey, chill. I just nerfed the card. It should be at least a little more balanced.
I mean, it's not so stupid as to prevent it from entering the game, but it would alter the metagame enough that permanent control would be much more important; people would have to figure out how to splash fire or dark into all their decks, and that is something I emphatically oppose.
As much as I dislike new weapon cards (I think that you should either have 12-13 new weapons, one for each element, or none) I like the mechanics of this. Good work!I have found that solo cards are better quality then thematic based series. (I believe that mechanic based series are better still but are not helpful to Elemental weapons) As such I think that given time a set of 12 solo weapons will individually make there way up to the Armory.
Un problemo.Fire shield.....
RoL/Fractal decks are now completely useless. Crank one of these out, and the enemy takes a ton of damage just by clicking End Turn.
Yes, I know, and that's a shame. But I don't mind suggesting new card ideas for weapons (in fact, I'm voting for this and I voted for Khalni Fireblade), I just think if Zanzarino implements one of these, he should implement a weapon for type.As much as I dislike new weapon cards (I think that you should either have 12-13 new weapons, one for each element, or none) I like the mechanics of this. Good work!I have found that solo cards are better quality then thematic based series. (I believe that mechanic based series are better still but are not helpful to Elemental weapons) As such I think that given time a set of 12 solo weapons will individually make there way up to the Armory.