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Offline OldTrees

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Re: Temporia | Temporia https://elementscommunity.org/forum/index.php?topic=18323.msg233892#msg233892
« Reply #12 on: December 27, 2010, 03:19:32 am »
Nice mechanic but surrounded by problems.

1)Time and retaliation do not mesh very well. Darkness is the element that specializes in using the opponent against themselves.

2)Weapons appear balanced at Cost+3=Attack+Skill Value
3+3=4+Retaliation 2
2=Retaliation 2? I don't think so.

3+3+Upgrade[1-2]=4+Retaliation 3
3-4=Retaliation 3? I don't think so.

Suggestion:
Change element to Darkness
Raise cost to 5|5 :darkness to start

This move makes it more thematically appropriate, increases synergy and increases cost to match.
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Offline ZephyrPhantomTopic starter

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Re: Temporia | Temporia https://elementscommunity.org/forum/index.php?topic=18323.msg233895#msg233895
« Reply #13 on: December 27, 2010, 03:24:14 am »
I think Temporia is actually better with Time because time is meant to mess around with creatures.  Also, I feel that Temporia's effect is like accelerated time - when the acceleration ends, the enemy will find himself staring at a rain of arrows.

I could also say it is Eternity's opposite/sibling ; while Eternity is focused on slowing creatures down and stalling, Temporia is focused on quick defeats and speed.

I will increase the cost to 6  :time | 6 :time  though.

Offline EvaRia

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Re: Temporia | Temporia https://elementscommunity.org/forum/index.php?topic=18323.msg233993#msg233993
« Reply #14 on: December 27, 2010, 07:08:09 am »
Like others, I find that the main problem is that with many of these out, then you do wayyyy too much damage.

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.

Offline ZephyrPhantomTopic starter

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Re: Temporia | Temporia https://elementscommunity.org/forum/index.php?topic=18323.msg234131#msg234131
« Reply #15 on: December 27, 2010, 03:30:49 pm »
Like others, I find that the main problem is that with many of these out, then you do wayyyy too much damage.

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.
*sigh* I am reexplaining this for like the 3rd time.... and from your questions, I imply you have not read the earlier posts, no?

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.

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Re: Temporia | Temporia https://elementscommunity.org/forum/index.php?topic=18323.msg234165#msg234165
« Reply #16 on: December 27, 2010, 04:50:03 pm »
i actually do think this is a good card but a bonewall killer, 23 attacks (most for one weapon) will take down just about any bonewall

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Re: Temporia | Temporia https://elementscommunity.org/forum/index.php?topic=18323.msg234277#msg234277
« Reply #17 on: December 27, 2010, 07:45:24 pm »
way too powerful.

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?).

Offline ZephyrPhantomTopic starter

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Re: Temporia | Temporia https://elementscommunity.org/forum/index.php?topic=18323.msg234299#msg234299
« Reply #18 on: December 27, 2010, 08:25:25 pm »
way too powerful.

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?).
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.

Offline EvaRia

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Re: Temporia | Temporia https://elementscommunity.org/forum/index.php?topic=18323.msg234316#msg234316
« Reply #19 on: December 27, 2010, 08:47:25 pm »
Like others, I find that the main problem is that with many of these out, then you do wayyyy too much damage.

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.
*sigh* I am reexplaining this for like the 3rd time.... and from your questions, I imply you have not read the earlier posts, no?

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.
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.

Offline EmeraldTiger

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Re: Temporia | Temporia https://elementscommunity.org/forum/index.php?topic=18323.msg234322#msg234322
« Reply #20 on: December 27, 2010, 08:53:56 pm »
My Suggestion: To keep this a Time weapon change the mechanic, since this is a bow like owls/eagles eye i think it would target a creature for 1 damage and delay it. It then should do standard damage comparable to other weapons.

 
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Offline Thalas

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Re: Temporia | Temporia https://elementscommunity.org/forum/index.php?topic=18323.msg234328#msg234328
« Reply #21 on: December 27, 2010, 09:01:43 pm »
I made some art for the temporia, you can use it if you want. It was really fun first time drawing bow
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Offline ZephyrPhantomTopic starter

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Re: Temporia | Temporia https://elementscommunity.org/forum/index.php?topic=18323.msg234334#msg234334
« Reply #22 on: December 27, 2010, 09:13:41 pm »
@Evaria: Thanks for the suggestion, that sounds a lot more in tune than what anyone else suggested.
@Emeraldtiger: Nice try, but that doesn't give the feeling of acceleration....
@Thalas: Thank you, I will use it in my next update to the card.

PLANNED CHANGES:
Make the weapon cost 5 :time | 5 :time, and reduce Retaliation to 1 | 2.
Switch out art.


All updates completed.

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Re: Temporia | Temporia https://elementscommunity.org/forum/index.php?topic=18323.msg234342#msg234342
« Reply #23 on: December 27, 2010, 09:27:42 pm »
way too powerful.

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?).
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.
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.

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.

 

blarg: