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Offline OldTrees

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Re: Void Pillar | Void Tower https://elementscommunity.org/forum/index.php?topic=21409.msg325376#msg325376
« Reply #96 on: May 03, 2011, 12:01:06 am »
Still staying with duos?
You should be testing Duos, Trios, and Rainbows.
Avoid Sanctuary I presume.
Yep. Sanctuary decks can be assumed to fair very well against void pillars.
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Re: Void Pillar | Void Tower https://elementscommunity.org/forum/index.php?topic=21409.msg325377#msg325377
« Reply #97 on: May 03, 2011, 12:02:47 am »
Ehh.... AI is not a good way to test this... AI keeps playing other cards instead of saving for void pillars. I feel like a player could shut me down, but the AI lets me win too many times. I feel like the proper way of testing this will be creating little cards manually and playing out games like that.... Hmm.... *Goes to cut little pieces unless hears a better alternative*

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Re: Void Pillar | Void Tower https://elementscommunity.org/forum/index.php?topic=21409.msg325615#msg325615
« Reply #98 on: May 03, 2011, 05:22:23 am »
Well if you can find someone who's willing to test with you, it would be much easier to ensure proper play if it was done in pvp duels.

Genuinous

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Re: Void Pillar | Void Tower https://elementscommunity.org/forum/index.php?topic=21409.msg325750#msg325750
« Reply #99 on: May 03, 2011, 12:57:55 pm »
I'll figure out something ;)

Offline dracomageat

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Re: Void Pillar | Void Tower https://elementscommunity.org/forum/index.php?topic=21409.msg326058#msg326058
« Reply #100 on: May 03, 2011, 07:17:49 pm »
I'd help if my comp could handle elements but it's in a bad way at the minute.

Genuinous

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Re: Void Pillar | Void Tower https://elementscommunity.org/forum/index.php?topic=21409.msg326063#msg326063
« Reply #101 on: May 03, 2011, 07:20:08 pm »
I'm fighting myself currently. Unfortunately quite a few desynchs this way :(
So far my theory holds. I played various rainbows, staying unupped. Those, which had to rely heavily on a primary element were just murdered... Those, which didn't simply killed the voiddeck.

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Re: Void Pillar | Void Tower https://elementscommunity.org/forum/index.php?topic=21409.msg329805#msg329805
« Reply #102 on: May 09, 2011, 01:51:36 am »
I don't know, whether others tried testing Void Pillars... It get's a bit confusing, but what I said before was the case all the time.

Monos: Dead.... As long as you have more Void Pillars than the total number of Pillars/Pendulums + Mark of the opponent, you will win.

Duos: There are two types here
-Only vague relying on the quantum of the Mark: (Blessed Pegasus deck) Pretty easily wrecks the deck with the speed. Even a bit of slowdown, the Void Pillars are ineffective. Even though the results were this with my previously described Phoenix deck, when playing a control deck, there were no problems (Control deck of 40 cards: 16 Void Pillar, 10-12 Quantum Pillar, 14-12 Control cards).
-Heavily relying on the quantum of the Mark: (Blessed Dune Scorpions) Wrecked... Could do nothing most of the time. If it was good against the Phoenix deck, the Control still killed it....

Rainbows:
-Immolation/Nova: Great way to get around quanta drain, worked great against Void deck.
-Supernovae based decks (rushes mostly): Pretty risky and close games if they can get enough  :entropy to play supernovas, also Quantum Pillar/Tower is really useful against Void Pillar, producing 3 quanta gave a big advantage to Rainbow decks.
-Heavy Pillar/Tower decks: As said above, 1 Quantum Pillar compensates for 3 Void Pillars. With a good draw you stand have a good chance and a fair matchup.
-Control decks: Depending on the amount of Pillars involved, stood up pretty well.

Overall of Rainbow decks: It really depended on the Mark. Upped decks struggled to play Supernovas, due to  :entropy being destroyed. Upgraded version worked a bit better, but Tower>Supernova against Void decks. For unupped Rainbows it was up to how heavily they depended on the quanta of the Mark. Unupped decks concentrated on  :time Mark and drawing were seriously slowed down.

I hope this gives a better view on the situation. If anyone want to test it more, PM me. :)

Would this be a totally new element? It'd be problematic in PvP events (War and all others), since Void decks would be screwed up by Sanctuaries... Though it'd be a different question if other Void cards would be introduced.... Void Pillar is a concentrated Devourer, which doesn't give you quanta, but it's random cost, cheaper and you can pack much more of them in your decks.

Offline OldTrees

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Re: Void Pillar | Void Tower https://elementscommunity.org/forum/index.php?topic=21409.msg329836#msg329836
« Reply #103 on: May 09, 2011, 03:08:13 am »
Thank you Genuinous
+38rep and I will remember your willingness to playtest.

How would you balance Void Pillar|Void Tower with the goal of allowing a small amount of metagame shift away from mono but still have mono in pvp?
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Re: Void Pillar | Void Tower https://elementscommunity.org/forum/index.php?topic=21409.msg329842#msg329842
« Reply #104 on: May 09, 2011, 03:16:03 am »
I have no idea :) And that's with absolute honesty....

Possible options
Increase cost: Huge change, would slow down all decks very seriously. It'd also kill any chance for a mono Void deck..
Limit on quanta that can be drained?
Requiring Void cards for Void Pillars. So you couldn't add 15 Void Pillars to your deck, only if you add 1 Void card per Pillar? Not sure, how it would work...

If you want, we could play against each other, so you can think better of the balance, when you see it in action. Or you can try it against yourself if you have another account (I created Genuinous1 for this purpose :)).
Balancing has always been my weakness... And this is especially hard, since you can't compare it to any other card in the game.

I was happy to help (and will be for the future). It feels great to be appreciated :)

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Re: Void Pillar | Void Tower https://elementscommunity.org/forum/index.php?topic=21409.msg330393#msg330393
« Reply #105 on: May 10, 2011, 04:56:41 am »
How about making Void Pillar | Void Tower cost 1 random quantum? That will slow it down, but will this actually solve the problem?
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

Offline OldTrees

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Re: Void Pillar | Void Tower https://elementscommunity.org/forum/index.php?topic=21409.msg330409#msg330409
« Reply #106 on: May 10, 2011, 05:36:19 am »
How about making Void Pillar | Void Tower cost 1 random quantum? That will slow it down, but will this actually solve the problem?
The preliminary testing (seen above) was with preformed with 0, 1 stock, and 1 real quanta costs. There was a noticeable effect when the price increased but it might not have been enough. 0 and 1 stock costs have been discarded as too fast. 1 real vs 2 real is still in the queue for more playtesting. There is a distinct possibility that the void and non void usages of Void pillar might not be compatible at the same balance.
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Re: Void Pillar | Void Tower https://elementscommunity.org/forum/index.php?topic=21409.msg330558#msg330558
« Reply #107 on: May 10, 2011, 01:01:06 pm »
After trying Nova/Supernova (1Nova=12VoidPillars) it became clear, that another restriction must be made. Void Pillar is 1 quantum matching your mark. Otherwise it'd be too fast with Nova/Supernova and Quantum Pillars/Towers.

If Void was introduced, I'm not sure whether I'd use Void Pillars at all.... It occupies a lot of space and you need extra pillars to play it.

There is a distinct possibility that the void and non void usages of Void pillar might not be compatible at the same balance.
I'm afraid I agree :)

 

anything
blarg: