Elements the Game Forum - Free Online Fantasy Card Game

Elements the Game => Game Suggestions and Feedback => Topic started by: Marvaddin on July 12, 2011, 04:02:06 am

Title: A Topic to suggest little card changes.
Post by: Marvaddin on July 12, 2011, 04:02:06 am
Hi, all.

I have just created this thread to be a place where we can suggest minor card changes. There are some ideas already around the forum section, but this is supposed to be a thread where we can talk about them instead of creating new ones.

I will start (and later I intend to keep other people suggestions in this 1st post):

Ps: please dont suggest changes of casting cost. For these, use these:

Buff This Card! (http://elementscommunity.org/forum/index.php/board,206.0.html)
Nerf This Card! (http://elementscommunity.org/forum/index.php/board,208.0.html)

1) Gargoyle could be immune to Basilisk Blood. (Would receive +0/+20 with no delay. - TheManuz)
1.1) Stone form could remove airborne (ddevans96)

2) If attacker has creatures that inflict poison, like Puffer Fish or Flying Arsenic, poison should be inflicted to any gravity pulled creature on defender side.
2.1) Gravity pulled creature should also receive vampire status when attacked by vampire creature. (shmuck)
2.2) Gravity pulled creature should attract weapon damage (TheManuz)

3) Guardian Angel skill could damage undead creatures (shmuck)

4) Voodoo skill could be allowed to target a creature instead of just player. (shmuck)

5) Deja Vus created using Deja Vu skill could have a small chance of maintain that skill. (unit748596)

6) Mutation could use Vampire passive skill (Rutarete)
6.1) Mutation could produce Devonian Dragons and Immortals.

7) Spark could generate  :aether upon death (ddevans96)

8.) Freeze could be able to target opponent and freeze his weapon (Xenocidius)

9) Crusader could change element to element of the weapon it endows (doublecross)

10) Devonian Dragon could lay Fate Egg (Jaxly)

11) Eclipse could have its effect decreased by RoLs in opponent field (Jaxly)

12) Upped Sundial could have cost of 1 generic quanta, to not interfere wit mulligan (Jaxly / Xenocidius).

13) Text in Discord card could explain its effect better (davidy22)
13.1) "Scramble up to 10 quanta" - text suggestion by OldTrees

14) Puffer Fish could have passive ability 'ranged', so its attack can go through Wings. (tikotribe)

15) Lycanthrope / Werewolf could change element to Darkness after using skill and receive effects from cards like Eclipse and Holy Light (Marvaddin)

Ok, lets Brainstorm. Maybe some little changes can become true if there is no much coding needed.
Title: Re: A Topic to suggest little card changes.
Post by: tyranim on July 12, 2011, 05:10:26 am
deja vu needs something... maybe a secondary effect, something new? maybe something like it has a 1/4 chance of transferring the ability to the clone? as in, you have one non-cloned DV on the field, you use its ability, and now you have 2, but that second one has a 1/4 of a chance of having the effect again.
Title: Re: A Topic to suggest little card changes.
Post by: shmuck on July 12, 2011, 05:26:46 am
2) If attacker has creatures that inflict poison, like Puffer Fish or Flying Arsenic, poison should be inflicted to any gravity pulled creature on defender side.
Vampires could spread vampirism the same way. Would act just like Liquid Shadow, but without the poison effect.

Maybe the Voodoo Dolls could be directable? So they're voodooing the other player by default, but they have a (possibly single use) ability that lets them voodoo a creature instead. Even if it were multi use it doesn't seem like that'd be overpowered.

Edit: For that matter, why don't Vampires heal themselves instead of you? Maybe any extra healing could run over to you. If you wanted to go really nuts, you could make it so the Angel's healing ability damages Vampires and other undead.
Title: Re: A Topic to suggest little card changes.
Post by: ddevans96 on July 12, 2011, 08:20:26 pm
lol, I have a whole folder of these but I'd probably get flamed for half of them. Maybe I'll post them later.
Title: Re: A Topic to suggest little card changes.
Post by: TheManuz on July 12, 2011, 08:26:15 pm
Hi, all.

I have just created this thread to be a place where we can suggest minor card changes. There are some ideas already around the forum section, but this is supposed to be a thread where we can talk about them instead of creating new ones.

I will start (and later I intend to keep other people suggestions in this 1st post):

1) Gargoyle could be immune to Basilisk Blood. Just sounds logical.
Awesome! It should trigger the +0|+20 without dealying it.

2) If attacker has creatures that inflict poison, like Puffer Fish or Flying Arsenic, poison should be inflicted to any gravity pulled creature on defender side.
I agree with gravity pull too.
Also, why gravity pull doesn't attract weapons damage? Seems wrong to me.
Title: Re: A Topic to suggest little card changes.
Post by: Marvaddin on July 13, 2011, 02:06:48 am
ddevans96, dont be afraid of posting ;)

I like a lot of some ideas, mainly Angel skill hurting undead.

Good job for 1st day. Lets continue the brainstorm!  ::)
Title: Re: A Topic to suggest little card changes.
Post by: Rutarete on July 13, 2011, 02:24:46 am
Add the Vampire passive to mutation and chaos seed.

Just my 2 :electrum, as they say.

I like what's been posted already :).
Title: Re: A Topic to suggest little card changes.
Post by: ddevans96 on July 13, 2011, 02:34:57 am
hm, okay then. I guess I'll start with only a few, and I won't include name changes I would like to see either.

- Gargoyle: Stone form should remove airborne.
- Poison: Damage upon attack, not upon opponent's attack.
- Spark: Generate :aether upon death.
- Gravity Pull: Redirect venom effect.
- Schrodinger's Cat: Reset status upon use.
Title: Re: A Topic to suggest little card changes.
Post by: Onizuka on July 13, 2011, 02:44:54 am
Would the generating effect be for BLs too?
Title: Re: A Topic to suggest little card changes.
Post by: ddevans96 on July 13, 2011, 02:52:00 am
Yeah, all of those refer to the upped form as well.
Title: Re: A Topic to suggest little card changes.
Post by: davidy22 on July 14, 2011, 05:48:35 am
Hi, all.

I have just created this thread to be a place where we can suggest minor card changes. There are some ideas already around the forum section, but this is supposed to be a thread where we can talk about them instead of creating new ones.

I will start (and later I intend to keep other people suggestions in this 1st post):

1) Gargoyle could be immune to Basilisk Blood. Just sounds logical. (Would receive +0/+20 with no delay. - TheManuz)

2) If attacker has creatures that inflict poison, like Puffer Fish or Flying Arsenic, poison should be inflicted to any gravity pulled creature on defender side.
2.1) Gravity pulled creature should also receive vampire status when attacked by vampire creature. (shmuck)
2.2) Gravity pulled creature should attract weapon damage (TheManuz)

3) Guardian Angel skill could damage undead creatures (shmuck)

4) Voodoo skill could be allowed to target a creature instead of just player. (shmuck)

5) Deja Vus created using Deja Vu skill could have a small chance of maintain that skill. (unit748596)

Ok, lets Brainstorm. Maybe some little changes can become true if there is no much coding needed.
Most of those special cases should be added to the card text if they are implemented, to avoid unpleasant surprises when a player accidentally triggers the auxillary effects.

It should be written somewhere on the crusader that activation gives +2 HP.
Title: Re: A Topic to suggest little card changes.
Post by: ddevans96 on July 14, 2011, 05:54:11 am
It should be written somewhere on the crusader that activation gives +2 HP.
There already is.
Title: Re: A Topic to suggest little card changes.
Post by: Xenocidius on July 14, 2011, 06:22:58 am
Freeze should be able to target the opponent (to freeze their weapon). Or maybe the weapon itself, to prevent immaterial weapons being frozen.
Title: Re: A Topic to suggest little card changes.
Post by: Rutarete on July 14, 2011, 02:13:41 pm
Freeze should be able to target the opponent (to freeze their weapon). Or maybe the weapon itself, to prevent immaterial weapons being frozen.
Now this suggestion I really like.  :)
Title: Re: A Topic to suggest little card changes.
Post by: Marvaddin on July 15, 2011, 03:30:31 am
Add the Vampire passive to mutation and chaos seed.
Add vampire to chaos seed? This doesnt make any sense to me, chaos seed is supposed to cause negative effects.

- Poison: Damage upon attack, not upon opponent's attack.
- Gravity Pull: Redirect venom effect.
- Schrodinger's Cat: Reset status upon use.
Loved the spark suggestion :)

About these:
- Poison change is worthy suggesting, but this is not a card change.  ::)
- Gravity Pull: let me see if I understand it well before including in the list. Im poisoned, then if I use Gravity Pull on one creature (mine or my opponent's), Im no more poisoned, and the poison counters are moved to that creature?
- Schrodinger's Car: Hmmm... let me see if Im correct about this too: if you use cat skill, it will lose any buffs amd debuffs it got, like a Blessing card played on it, or poison counters?

Very interesting ideas. Lets continue it :D
Title: Re: A Topic to suggest little card changes.
Post by: ddevans96 on July 15, 2011, 03:38:24 am
About these:
- Poison change is worthy suggesting, but this is not a card change.  ::)
- Gravity Pull: let me see if I understand it well before including in the list. Im poisoned, then if I use Gravity Pull on one creature (mine or my opponent's), Im no more poisoned, and the poison counters are moved to that creature?
How is changing the time poison comes into effect not a card change?

What I mean by my suggestion for gravity pull is that if a creature with venom attacks a creature with gravity pull, then the creature with gravity pull with be poisoned.
Title: Re: A Topic to suggest little card changes.
Post by: Xenocidius on July 15, 2011, 03:41:50 am
Add the Vampire passive to mutation and chaos seed.
Add vampire to chaos seed? This doesnt make any sense to me, chaos seed is supposed to cause negative effects.
It would be pretty good added to Mutation as an ability though.

Quote
- Gravity Pull: let me see if I understand it well before including in the list. Im poisoned, then if I use Gravity Pull on one creature (mine or my opponent's), Im no more poisoned, and the poison counters are moved to that creature?
I think he means that each time the venom creature attacks the creature with Gravity Pull that creature gains a poison counter.

EDIT: ddevans96 ninja-ed me.
Title: Re: A Topic to suggest little card changes.
Post by: doublecross on July 15, 2011, 03:54:35 am
I say that Crusader should change to the element to the weapon it endows.

This would add flavour, and some more strategy.

1) Endowing death or darkness weapons would make eclipse effect it
2) It would also effect the healing/damage situation for holy light
3) Cards keep getting proposed that look at element, and this would come into play if any of those are ever released
4) Nice cosmetic effect


Also, I think that fate egg should be added back into the list of creatures that can be generated by mutation
Title: Re: A Topic to suggest little card changes.
Post by: Xenocidius on July 15, 2011, 04:41:48 am
Speaking of Mutation, does anyone know why Devonian Dragon isn't on the list of Mutation or Hatch? Considering it's pretty much identical to Black Dragon, Purple Dragon and Bone Dragon, it seems a bit odd.
Title: Re: A Topic to suggest little card changes.
Post by: Jaxly on July 15, 2011, 11:51:14 am
Some stuff

Change upped sundial to cost one time quanta to play and no light quanta to draw a card.
At the moment it messes with your mulligan chance so its normally better to leave it unupped.

Reduce initial cost of grey nymph. Its currently 8 death quanta.
It costs the same to play alfatoxin with no turn delay or extra cost to use the ability.

Buff Druidic staff.
It heals 5 per turn and deals two damage as a rare card.
Its been outstripped by non rares and shards completely. It needs a buff.

Reduce mindgates initial cost.
Currently 5 quanta - change to 4.
To play mindgate seriously it needs to be out quickly. Less initial cost could help with that.

Turqoise nymph. Serious buff needed. Outstripped by anubis by far.
Costs 3 quanta to use ability with 8 quanta to play.
Grants immortality but with such a high aether cost is tough to use outside mono or duo aether decks - where many creatures are already immortal.

Reduce pharaohs initial cost.
Currently 9 quanta - reduce to 8.

Give devonian dragon ability : Lay fate egg

Eclipse vs. Rays of light - light needs a little buff and its good to be awesome vs dark.
Make eclipse grant 1 less attack for every two rays of light on the field.


http://elementscommunity.org/forum/index.php/topic,28609.0.html (http://elementscommunity.org/forum/index.php/topic,28609.0.html)

This chaps idea is good imo.
Title: Re: A Topic to suggest little card changes.
Post by: Xenocidius on July 15, 2011, 02:47:14 pm
Change upped sundial to cost one time quanta to play and no light quanta to draw a card.
At the moment it messes with your mulligan chance so its normally better to leave it unupped.
I'd suggest making it cost 1 generic quanta. Doesn't screw up Auto-Mulligan but still works in decks without time.

Quote
Give devonian dragon ability : Lay fate egg
All dragons are vanilla creatures, with the possible exception of Phase Dragon (it doesn't really have an ability, more a status). They should stay that way.
Title: Re: A Topic to suggest little card changes.
Post by: ddevans96 on July 15, 2011, 04:35:48 pm
I don't think this thread is meant to be about things like reducing and increasing costs. And explain to me how Staff is UP.
Title: Re: A Topic to suggest little card changes.
Post by: davidy22 on July 16, 2011, 03:11:54 am
Little card changes can mean anything. Costs included.

There needs to be a standard for all the card texts. All the freeze effects should just  called "freeze", with a number after them to denote duration. Congeal is essentially the same as freeze, and redundant.

Discord needs more detail. Scramble quanta? Scramble how many quanta?
Title: Re: A Topic to suggest little card changes.
Post by: OldTrees on July 16, 2011, 04:19:10 am
Little card changes can mean anything. Costs included.

There needs to be a standard for all the card texts. All the freeze effects should just  called "freeze", with a number after them to denote duration. Congeal is essentially the same as freeze, and redundant.

Discord needs more detail. Scramble quanta? Scramble how many quanta?
Costs are not little. +/- 1 :life casting cost is worth of a thread and requires a reasonable argument with much peer review.

I disagree about freeze. I think it is more pleasing to have Freeze/Congeal than Freeze 3/Freeze 4. If a Freeze 2 effect is added I may change my mind.

Discord drains up to 10 :rainbow then generates an equal amount of :rainbow. "Scramble up to 10 quanta" would work.
Title: Re: A Topic to suggest little card changes.
Post by: Jaxly on July 17, 2011, 11:14:17 pm
Sorry, I didn't mean to offend.
Apologies
Title: Re: A Topic to suggest little card changes.
Post by: OldTrees on July 18, 2011, 03:41:09 am
Sorry, I didn't mean to offend.
Apologies
You did not offend.
Title: Re: A Topic to suggest little card changes.
Post by: Tiko on July 18, 2011, 05:52:15 am
Puffer Fish: give passive ability to become 'ranged': I don't think it jumps on you to infect.

Quote from: Kuroaitou
The Toadfish can shoot a nasty barb at a creature (Inflate) with one poison counter provided a little quanta, which often serves as a slow but nifty form of CC for the Water element. Puffer Fish instead ignores dealing with creatures, and applies the poison directly to the player upon a successful attack.
At least that's how I imagine.
Title: Re: A Topic to suggest little card changes.
Post by: Marvaddin on July 18, 2011, 02:19:00 pm
About these:
- Poison change is worthy suggesting, but this is not a card change.  ::)
- Gravity Pull: let me see if I understand it well before including in the list. Im poisoned, then if I use Gravity Pull on one creature (mine or my opponent's), Im no more poisoned, and the poison counters are moved to that creature?
How is changing the time poison comes into effect not a card change?

What I mean by my suggestion for gravity pull is that if a creature with venom attacks a creature with gravity pull, then the creature with gravity pull with be poisoned.
Changing time poison comes into effect is more like changing a game mechanics, it will in fact affect several cards: Puffer Fish, Arsenic, Physalia, Poison (Catapult + poisoned creatures... etc).

I suppose the gravity pull change is already in post #1 (I suggested it in thread start). If your suggestion is different, please explain.

Also, I think that fate egg should be added back into the list of creatures that can be generated by mutation
Is there a reason to this? Because I think an egg usually dont fit the theme of the skills. Egg with endow? lol. But I agree there is no reason for Devonian Dragon and Immortal not being in the list.

Change upped sundial to cost one time quanta to play and no light quanta to draw a card.
At the moment it messes with your mulligan chance so its normally better to leave it unupped.
I'd suggest making it cost 1 generic quanta. Doesn't screw up Auto-Mulligan but still works in decks without time.
Quote
Give devonian dragon ability : Lay fate egg
All dragons are vanilla creatures, with the possible exception of Phase Dragon (it doesn't really have an ability, more a status). They should stay that way.
The reason for Phase Dragon having immortal is no other than how easy was to aether to produce low cost dragons using PU. Dragons are really intended to be vanillas. But I took note of the suggestion, its interesting. However, I would Like a new card created with this skill.

Sundial at no cost to draw? And eliminate the time - light interaction? I doubt this will happen. But changing Sundial cost from 0 to 1 is something I would like :D

Little card changes can mean anything. Costs included.

There needs to be a standard for all the card texts. All the freeze effects should just  called "freeze", with a number after them to denote duration. Congeal is essentially the same as freeze, and redundant.

Discord needs more detail. Scramble quanta? Scramble how many quanta?
For cost changes, please use the "buff card" or "nerf card" section.

Congeal is just the card name, its text uses "freeze target creature for 4 turns". Its already freeze with a number, lol. I think the card name is ok to be different, dont you?

Took note of Discord suggestion :)

Good suggestions! Lets continue it :D
Title: Re: A Topic to suggest little card changes.
Post by: Ashebrethafe on July 18, 2011, 06:29:10 pm
Congeal is just the card name, its text uses "freeze target creature for 4 turns". Its already freeze with a number, lol. I think the card name is ok to be different, dont you?
It's not just the card name -- Arctic Octopus's ability is listed as "Congeal the target creature," and a player wouldn't necessarily see a Congeal card before they saw an Arctic Octopus card. There's enough room to write "Freeze the target creature for 3 turns" on the Squid and "Freeze the target creature for 4 turns" on the Octopus.
Title: Re: A Topic to suggest little card changes.
Post by: davidy22 on July 19, 2011, 03:35:55 am
Chrysora 's text says inflict 1 poison damage, but does not specify the target. Does this means I can kill towers with this ability too?


And congeal is essentially freeze with a fancy name. Why confuse people?
Title: Re: A Topic to suggest little card changes.
Post by: OldTrees on July 19, 2011, 03:53:01 am
And congeal is essentially freeze with a fancy name. Why confuse people?
Congeal is the Upgraded Freeze Spell. Arctic Squid|Octopus casts the Freeze|Congeal spell. That is why. Should it be?
Title: Re: A Topic to suggest little card changes.
Post by: davidy22 on July 19, 2011, 10:42:34 am
And congeal is essentially freeze with a fancy name. Why confuse people?
Congeal is the Upgraded Freeze Spell. Arctic Squid|Octopus casts the Freeze|Congeal spell. That is why. Should it be?
Congealed creatures still get instakilled by shockwave, even though shockwave only states that it shatters frozen creatures. It's the same ability, with a different duration.

Shatter needs to changed to killed. It isn't immediately clear that it's and instakill.
Title: Re: A Topic to suggest little card changes.
Post by: Nepycros on July 19, 2011, 11:13:16 am
And congeal is essentially freeze with a fancy name. Why confuse people?
Congeal is the Upgraded Freeze Spell. Arctic Squid|Octopus casts the Freeze|Congeal spell. That is why. Should it be?
Congealed creatures still get instakilled by shockwave, even though shockwave only states that it shatters frozen creatures. It's the same ability, with a different duration.

Shatter needs to changed to killed. It isn't immediately clear that it's and instakill.
Both Freeze and Congeal cause the target to enter a frozen status. It's not the card that matters, when determining Shockwave. It's the current status of the creature. Congeal is simply putting a creature under a status for a longer duration.
Title: Re: A Topic to suggest little card changes.
Post by: artimies7 on July 19, 2011, 12:31:38 pm
One thing I've thought of: Owl's Eye being able to target the opponent's HP directly.
Title: Re: A Topic to suggest little card changes.
Post by: ddevans96 on July 19, 2011, 09:32:33 pm
Changing time poison comes into effect is more like changing a game mechanics, it will in fact affect several cards: Puffer Fish, Arsenic, Physalia, Poison (Catapult + poisoned creatures... etc).

I suppose the gravity pull change is already in post #1 (I suggested it in thread start). If your suggestion is different, please explain.
You asked for card changes, what I suggested for poison changes cards.

What you suggested for gravity pull was different in the original post. Otherwise I wouldn't have bothered saying that.
Title: Re: A Topic to suggest little card changes.
Post by: davidy22 on July 20, 2011, 03:30:24 am
And congeal is essentially freeze with a fancy name. Why confuse people?
Congeal is the Upgraded Freeze Spell. Arctic Squid|Octopus casts the Freeze|Congeal spell. That is why. Should it be?
Congealed creatures still get instakilled by shockwave, even though shockwave only states that it shatters frozen creatures. It's the same ability, with a different duration.

Shatter needs to changed to killed. It isn't immediately clear that it's and instakill.
Both Freeze and Congeal cause the target to enter a frozen status. It's not the card that matters, when determining Shockwave. It's the current status of the creature. Congeal is simply putting a creature under a status for a longer duration.
But nowhere on the congeal effect does it say congeal is equivalent to a 4 turn freeze. Yet congeal behaves like one, which makes cards like shockwave confused and ambiguous
Title: Re: A Topic to suggest little card changes.
Post by: Nepycros on July 20, 2011, 03:37:09 am
And congeal is essentially freeze with a fancy name. Why confuse people?
Congeal is the Upgraded Freeze Spell. Arctic Squid|Octopus casts the Freeze|Congeal spell. That is why. Should it be?
Congealed creatures still get instakilled by shockwave, even though shockwave only states that it shatters frozen creatures. It's the same ability, with a different duration.

Shatter needs to changed to killed. It isn't immediately clear that it's and instakill.
Both Freeze and Congeal cause the target to enter a frozen status. It's not the card that matters, when determining Shockwave. It's the current status of the creature. Congeal is simply putting a creature under a status for a longer duration.
But nowhere on the congeal effect does it say congeal is equivalent to a 4 turn freeze. Yet congeal behaves like one, which makes cards like shockwave confused and ambiguous
Deadly Poison doesn't say it's just Poison 2.
Title: Re: A Topic to suggest little card changes.
Post by: davidy22 on July 20, 2011, 03:49:45 am
At least deadly poison doesn't day it intoxicates the opponent.

I'm not arguing for the format [ability name] [number]. I'm arguing for a standard format, and a standard naming system. Some of the current cards are not perfect examples of grammar either.
Title: Re: A Topic to suggest little card changes.
Post by: OldTrees on July 20, 2011, 04:00:21 am
Arctic Octopus does follow the current standard form:
'When a creature has a skill that acts identical to a spell it will reference the spell.'
Arctic Octopus Congeals target creature.
-> Arctic Octopus casts the Congeal spell at the target creature.
-> Arctic Octopus casts "Freeze the target creature for 4 turns. Frozen creatures cannot attack or use skills" at the target creature
-> Arctic Octopus freezes the target creature for 4 turns. Frozen creatures cannot attack or use skills.

This is a card reference based Keyword.
Title: Re: A Topic to suggest little card changes.
Post by: davidy22 on July 20, 2011, 09:55:39 am
Arctic Octopus does follow the current standard form:
'When a creature has a skill that acts identical to a spell it will reference the spell.'
Arctic Octopus Congeals target creature.
-> Arctic Octopus casts the Congeal spell at the target creature.
-> Arctic Octopus casts "Freeze the target creature for 4 turns. Frozen creatures cannot attack or use skills" at the target creature
-> Arctic Octopus freezes the target creature for 4 turns. Frozen creatures cannot attack or use skills.

This is a card reference based Keyword.
That's how the ability works. The way it is presented to the player is in the form of two abilities, "freeze" and the more powerful "congeal", which means dry up. The two words don't mean nearly the same thing, yet they both trigger the shockwave secondary effect.
Title: Re: A Topic to suggest little card changes.
Post by: Jaxly on July 20, 2011, 02:40:31 pm
Both freeze and congeal mean to solidify something. The means by which they do it are different.
A shock-wave would not shatter a liquid or gelatinous body.
A shock-wave might shatter a solid body.
Title: Re: A Topic to suggest little card changes.
Post by: OldTrees on July 20, 2011, 03:45:48 pm
Arctic Octopus does follow the current standard form:
'When a creature has a skill that acts identical to a spell it will reference the spell.'
Arctic Octopus Congeals target creature.
-> Arctic Octopus casts the Congeal spell at the target creature.
-> Arctic Octopus casts "Freeze the target creature for 4 turns. Frozen creatures cannot attack or use skills" at the target creature
-> Arctic Octopus freezes the target creature for 4 turns. Frozen creatures cannot attack or use skills.

This is a card reference based Keyword.
That's how the ability works. The way it is presented to the player is in the form of two abilities, "freeze" and the more powerful "congeal", which means dry up. The two words don't mean nearly the same thing, yet they both trigger the shockwave secondary effect.
The way it is presented to the player is in the form of 4 cards Freeze|Congeal (common) and Arctic Squid|Arctic Octopus (rare)
The Rare card references the effect of the Common spell card by name.
Title: Re: A Topic to suggest little card changes.
Post by: davidy22 on July 21, 2011, 08:37:32 am
The way it is presented to the player is in the form of 4 cards Freeze|Congeal (common) and Arctic Squid|Arctic Octopus (rare)
The Rare card references the effect of the Common spell card by name.
That still means there are two different names for the same ability. We agree that there are two different names, I'd like to argue that it's not a good thing.

It isn't immediately clear that the spell shockwave also refers to the congeal effect too.

Both freeze and congeal mean to solidify something. The means by which they do it are different.
A shock-wave would not shatter a liquid or gelatinous body.
A shock-wave might shatter a solid body.
Freeze means to solidify. Congeal means to remove the liquid from an emulsion.
A shock-wave of said liquid could shatter a liquid at the molecular level if it traveled at the liquid's natural frequency.

They are not the same thing.
Title: Re: A Topic to suggest little card changes.
Post by: OldTrees on July 21, 2011, 01:53:35 pm
The way it is presented to the player is in the form of 4 cards Freeze|Congeal (common) and Arctic Squid|Arctic Octopus (rare)
The Rare card references the effect of the Common spell card by name.
That still means there are two different names for the same ability. We agree that there are two different names, I'd like to argue that it's not a good thing.

It isn't immediately clear that the spell shockwave also refers to the congeal effect too.
It is not the same ability
Arctic Squid has the ability "Trigger the unupped version of Freeze|Congeal." Hence the ability is named "Freeze".
Arctic Octopus has the ability "Trigger the upgraded version of Freeze|Congeal." Hence the ability is named "Congeal".

Imagine a hypothetical card that "Trigger the unupped|upgraded version of Immolation|Cremation.". It would have the ability named "Immolate"|"Cremate".

If someone has an Arctic Octopus I am fairly certain they know of the Congeal spell. (Upgraded Commons are more well known than Upgraded Rares in the same element.)
Title: Re: A Topic to suggest little card changes.
Post by: davidy22 on July 24, 2011, 04:58:45 am
Target a card to activate the ability? I'm sure zanzarino knows how to  use classes better than that.

The side effects of the abilities are the same, and so two different names are not needed. They behave the same way, so they two abilities should have the same name.
Title: Re: A Topic to suggest little card changes.
Post by: OldTrees on July 24, 2011, 11:46:08 pm
Target a card to activate the ability? I'm sure zanzarino knows how to  use classes better than that.

The side effects of the abilities are the same, and so two different names are not needed. They behave the same way, so they two abilities should have the same name.
I did not claim the ability targeted the Freeze|Congeal card. (If I was careless with my wording, I apologize) I did mention that the Ability was named Freeze|Congeal because it calls the same function as Freeze|Congeal does. This means the player can reference the Freeze|Congeal spell instead of including unnecessary reminder text.


":water :water: Congeal" provides all the same information that ":water :water :Freeze target creature for 4 turns." and takes significantly less space.
Title: Re: A Topic to suggest little card changes.
Post by: davidy22 on July 25, 2011, 12:50:40 am
Target a card to activate the ability? I'm sure zanzarino knows how to  use classes better than that.

The side effects of the abilities are the same, and so two different names are not needed. They behave the same way, so they two abilities should have the same name.
I did not claim the ability targeted the Freeze|Congeal card. (If I was careless with my wording, I apologize) I did mention that the Ability was named Freeze|Congeal because it calls the same function as Freeze|Congeal does. This means the player can reference the Freeze|Congeal spell instead of including unnecessary reminder text.


":water :water: Congeal" provides all the same information that ":water :water :Freeze target creature for 4 turns." and takes significantly less space.
Bah.

The cards need a redesign, making cards is frustrating with the tiny amount of text you can fit on them.

The adrenaline card should have a printed formula describing how many times it makes cards attack.
Title: Re: A Topic to suggest little card changes.
Post by: Marvaddin on July 29, 2011, 07:45:25 pm
Long time, but lets update it :)

One thing I've thought of: Owl's Eye being able to target the opponent's HP directly.
Doesnt it already attack the opponent HP directly? I think the skill is supposed to be CC only, or the damage could be increased instead.

What you suggested for gravity pull was different in the original post. Otherwise I wouldn't have bothered saying that.
Can you explain the difference please?

I'm not arguing for the format [ability name] [number]. I'm arguing for a standard format, and a standard naming system. Some of the current cards are not perfect examples of grammar either.
Yeah, some cards can have a different text to make it clear. Chrysaora is a good example. The skill could be something like "add a poison counter to opponent".

But there is an standard system, like OldTrees explained:
Arctic Squid has the ability "Trigger the unupped version of Freeze|Congeal." Hence the ability is named "Freeze".
Arctic Octopus has the ability "Trigger the upgraded version of Freeze|Congeal." Hence the ability is named "Congeal".

You know, cards text box is small, so I agree with the reference system. For example: scarab doesnt have an explanation about the devour skill, but its present in Otyugh, so its ok. Next time a creature have endow, it doesnt need repeat the text (its in crusader card) and can use text to explain another passive skill, for example. So, you always need some knowledge around the cards at all. If you have it, cards like Shockwave are not ambiguous, you know freeze and congeal are the same status, with different duration.

Well, well...

Another little change I would like to sugest: lycans could turn Darkness (and get bonus from Eclipse / damage from Holy Flash) after the skill is used.

Lets continue it, I will update it in some time :)
Title: Re: A Topic to suggest little card changes.
Post by: ddevans96 on July 29, 2011, 07:58:46 pm
I don't remember what was in the original post regarding gravity pull, I only know that it wasn't the same as what I suggested.
Title: Re: A Topic to suggest little card changes.
Post by: Marvaddin on July 29, 2011, 08:23:37 pm
Its still there in 1st post.
Title: Re: A Topic to suggest little card changes.
Post by: ddevans96 on July 29, 2011, 11:03:52 pm
2) If attacker has creatures that inflict poison, like Puffer Fish or Flying Arsenic, poison should be inflicted to any gravity pulled creature on defender side.
My point is this is not what was in the original post. I wouldn't have made my comment otherwise. I don't see how we're still arguing about this.

Title: Re: A Topic to suggest little card changes.
Post by: bioglond on July 31, 2011, 04:23:01 pm
Flooding should kill any fire creature all over the opponent table.
Freeze effect should have a chance to kill fire creature instantly.
Title: Re: A Topic to suggest little card changes.
Post by: davidy22 on August 01, 2011, 03:19:28 am
Skull buckler's card text should state the percentage chance of it killing a creature. A "small chance" could be anywhere from 1% to 10%.
Title: Re: A Topic to suggest little card changes.
Post by: OldTrees on August 01, 2011, 03:24:36 am
Skull buckler's card text should state the percentage chance of it killing a creature. A "small chance" could be anywhere from 1% to 10%.
(50/hp)% tends to be more confusing than a "small chance"
Title: Re: A Topic to suggest little card changes.
Post by: davidy22 on August 01, 2011, 04:21:09 am
Skull buckler's card text should state the percentage chance of it killing a creature. A "small chance" could be anywhere from 1% to 10%.
(50/hp)% tends to be more confusing than a "small chance"
It's also a great deal less ambiguous. I don't want to form my strategies on the basis of guesswork or the wiki I have open in the other screen.

It doesn't have to be written that way either. 50/creature's HP% is easily better than (50/hp)%.
Title: Re: A Topic to suggest little card changes.
Post by: OldTrees on August 01, 2011, 05:32:31 am
Skull buckler's card text should state the percentage chance of it killing a creature. A "small chance" could be anywhere from 1% to 10%.
(50/hp)% tends to be more confusing than a "small chance"
It's also a great deal less ambiguous. I don't want to form my strategies on the basis of guesswork or the wiki I have open in the other screen.

It doesn't have to be written that way either. 50/creature's HP% is easily better than (50/hp)%.
I agree "50/creature's HP%" is an improvement
Title: Re: A Topic to suggest little card changes.
Post by: SnoWeb on August 01, 2011, 11:38:32 am
2) If attacker has creatures that inflict poison, like Puffer Fish or Flying Arsenic, poison should be inflicted to any gravity pulled creature on defender side.
2.2) Gravity pulled creature should attract weapon damage (TheManuz)

3) Guardian Angel skill could damage undead creatures (shmuck)

8.) Freeze could be able to target opponent and freeze his weapon (Xenocidius)

12) Upped Sundial could have cost of 1 generic quanta, to not interfere wit mulligan (Jaxly / Xenocidius).

15) Lycanthrope / Werewolf could change element to Darkness after using skill and receive effects from cards like Eclipse and Holy Light (Marvaddin)
2 and 2.2 make a lot of sense to me. 3, 12 and 15 would be the perfect little buff (not game changing but still good) those cards would need (15 in particular).
8 makes sense and would give water the PC it needs. Moreover, I think lightning, shock-wave and then freeze should be refelected by reflective and jade shields. However, I don't think squid should be affected by these changes.

My suggestions:
- Shard of readiness should be able to target permanents.
- Heal should be reflected by mirror and jade shields.
- Weapon should be affected by turtle shield (as they are by dusk and fog).
Title: Re: A Topic to suggest little card changes.
Post by: Atico on August 01, 2011, 12:01:53 pm
Aflatoxin should be also used on HP Status (opponent will get +2 poison).
This simply change make Aflatoxin more useful (the same Death Nymph). Today having more than 2-3 Aflatoxin (or Death Nymphs) in deck have a no big sense when opponent has got all field with Cells. After this change having Nymph will be good. Now putting Death Nymph on table is no profitable, because it cost 9 :death + 1 for skill and You must stay one turn. Aflatoxin as spell is cheaper and faster...
Title: Re: A Topic to suggest little card changes.
Post by: maverixk on August 10, 2011, 01:47:21 am
I suggest that when a minor phoenix dies and turns to ash, the ash should have 4 hp, not 7. The unupped has 7attack and then 7health while minor phoenix has 4 attack and then 7 health.
Title: Re: A Topic to suggest little card changes.
Post by: Jaxly on August 17, 2011, 11:58:16 pm
Skull buckler's card text should state the percentage chance of it killing a creature. A "small chance" could be anywhere from 1% to 10%.
(50/hp)% tends to be more confusing than a "small chance"
It's also a great deal less ambiguous. I don't want to form my strategies on the basis of guesswork or the wiki I have open in the other screen.

It doesn't have to be written that way either. 50/creature's HP% is easily better than (50/hp)%.
I agree "50/creature's HP%" is an improvement
Cool, I learned something :D
Thanks
Title: Re: A Topic to suggest little card changes.
Post by: Filly678 on August 19, 2011, 09:41:53 pm
Rain of Fire, Firestorm, Fire Bolt and Fire Lance should be able to unfreeze frozen creatures.
Title: Re: A Topic to suggest little card changes.
Post by: maverixk on August 19, 2011, 10:06:22 pm
Rain of Fire, Firestorm, Fire Bolt and Fire Lance should be able to unfreeze frozen creatures.
And maybe rage potion. (assuming they survive, of course.)
Title: Re: A Topic to suggest little card changes.
Post by: ZephyrPhantom on August 19, 2011, 11:58:31 pm
AoE spells (Rain of Fire, Thunderstorm, Plague, etc...) should give you the option to hit your own field. Situational, but helpful in times where you need to manage your own field's creatures. (Especially if a Malignant Cell hits the field)
Title: Re: A Topic to suggest little card changes.
Post by: artimies7 on August 20, 2011, 12:39:19 am
AoE spells (Rain of Fire, Thunderstorm, Plague, etc...) should give you the option to hit your own field. Situational, but helpful in times where you need to manage your own field's creatures. (Especially if a Malignant Cell hits the field)
YESH. I DOEZ AGREE. I hates the Malignant Cells.
Title: Re: A Topic to suggest little card changes.
Post by: Xenocidius on September 10, 2011, 08:01:57 am
Unstable Gas should ignite when targeted by Deflagration | Explosion.
Title: Re: A Topic to suggest little card changes.
Post by: dragonsdemesne on September 10, 2011, 08:16:24 am
Ghost of the Past should have airborne.  I actually thought it did at one point (and was corrected by my Fallen Empire teammates at the time :p) but in any event, it doesn't fly now, and on the pic, the ghost is clearly levitating.  I could have sworn I once lost a game when GotPs attacked through my wings, but I must have been mistaken.
Title: Re: A Topic to suggest little card changes.
Post by: TheManuz on September 10, 2011, 10:51:05 am
Unstable Gas should ignite when targeted by Deflagration | Explosion.
Ghost of the Past should have airborne.
Totally agree on these 2!
Title: Re: A Topic to suggest little card changes.
Post by: ffun on September 12, 2011, 07:41:42 pm
If a creature has "dive", it should loose that ability when targeted by "web".
Title: Re: A Topic to suggest little card changes.
Post by: Xenocidius on September 17, 2011, 10:22:52 am
Air Nymph (upgraded Blue Nymph) should generate upgraded Unstable Gases.
Title: Re: A Topic to suggest little card changes.
Post by: furballdn on September 18, 2011, 03:29:08 am
Air Nymph (upgraded Blue Nymph) should generate upgraded Unstable Gases.
What's the difference when the unstable gas hits the field (besides cosmetic reasons)?
Title: Re: A Topic to suggest little card changes.
Post by: Xenocidius on September 18, 2011, 07:37:46 am
Air Nymph (upgraded Blue Nymph) should generate upgraded Unstable Gases.
What's the difference when the unstable gas hits the field (besides cosmetic reasons)?
No difference for now, but it's just prettier and makes sense.
Title: Re: A Topic to suggest little card changes.
Post by: furballdn on September 18, 2011, 10:38:53 pm
If both you and your opponent have wings, your weapon can still hit them (and their weapon can still hit you)
Title: Re: A Topic to suggest little card changes.
Post by: artimies7 on September 21, 2011, 01:03:27 am
Air Nymph (upgraded Blue Nymph) should generate upgraded Unstable Gases.
It doesn't already? This seems like just a bug, when you think about it.
Title: Re: A Topic to suggest little card changes.
Post by: Xenocidius on September 21, 2011, 07:46:02 am
No, it's just that their abilities are exactly the same (same coding). Code says generate 5om, that's what happens for both.
Title: Re: A Topic to suggest little card changes.
Post by: artimies7 on September 21, 2011, 08:18:17 pm
Shouldn't that change when upgraded, though? Upped summoner generates upped card?

//mindbreaking
Title: Re: A Topic to suggest little card changes.
Post by: OldTrees on September 21, 2011, 08:47:15 pm
Shouldn't that change when upgraded, though? Upped summoner generates upped card?

//mindbreaking
I agree. When this becomes mechanically relevant (A reverse time effect for permanents) it will be brought up and addressed.
Title: Re: A Topic to suggest little card changes.
Post by: furballdn on September 22, 2011, 12:05:30 am
Ranged attacks (such as flying bows and a crusader with a bow) should not be affected by the negative effects of the shield, but the damage reduction still applies.
Title: Re: A Topic to suggest little card changes.
Post by: silux on September 29, 2011, 01:08:05 pm
If a creature has "dive", it should loose that ability when targeted by "web".
Or maybe suffer damage from the impact!
Title: Re: A Topic to suggest little card changes.
Post by: Lord_Jadem on September 29, 2011, 11:46:53 pm
Light quanta generating ability of Solar Shield should not be negated by Sanctuary.  It seems to defeat the purpose of it as most Light decks are going to use Sanctuary.

I also think spiders should be given venom ability instead of web.  Web is practically useless in current game.  Wings isn't even in same element as any of the spiders.  Until there is a spell that does damage to all non-airborne in a more useful manner, Web isn't worth much.  Or perhaps web could be changed to incapacitate small creatures ( Strength+hp <4) for 3 rounds.

Flooding should not effect airborn creatures.

Dragons should have breath weapons.  As they currently exist they would be better represented by large Golems for each element

Light
3 - Healing Breath - heal all your creates by 3hp
Dark
3 - Breath of Darkness - Your creatures and permanents are invisible for 1 turn.
Fire
3 - Fire Breath - Deal 4 damage to target.
Entropy
3 - Chaos Breath - Target creature turns into mutant.
Death
3 - Breath of Undeath - Target creature takes 2 damage.  If it would die it becomes a Skeleton
or
5 - Poison Breath - All opponents creatures become poisoned
Life
3 - Breath of Growth - All your creatures gain +0/+1
Time
3 - Target creature goes bank into owner's deck
Aether
3- Lightning Breath - Target takes 4 damage.
Gravity
3 - Gravity Breath - Target creature becomes too heavy to act (delayed) next turn.  If airborn also takes 2 damage (fall)
Earth
3 - Stone Breath - Target creature takes 2 damage with small chance of petrification
or
3 - Stone Breath - Target creature becomes stoned and does nothing but eat chips for next 6 rounds (delayed)  :D
Air
3 - Gale Wind Breath - All opponents creatures takes 2 damage unless airborn
or
2 - Fog Breath - Opponents creatures have 40% chance to miss you this turn
Water
3- Frost Breath - Target takes 2 damage and has chance of freezing.

I know.  Not a 'little change'.  So sue me. :)

Discord should only do conversion if it does damage.  It seems like a result of hit ability to me like Vampire Dagger and Arsenic and it does enough damage to bypass most shields anyway.

Shrodenger's cat should have percent chance to fail to produce result.  It's a cat.  Ever try to train one? 

Vultures should not gain in size when skeletons, sparks, photons, golems, virus, animated weapons, spirits, ghosts, steam machines, or voodoo dolls die.  What are they eating?  Should gain double when dragons and other large creatures die.  I am not advicating this be changed, I am just saying. :)

If Voodoo doll is given momentum/adrenaline it should affect opponent's weapon.  If mutated, weapon should randomly change to other weapon.

If you protect a cloak, you should be shot.

Any creature that misses attack due to fog shield should be delayed for 1 turn (lost in fog).

Anything shot by Owl's Eye should be eaten, because otherwise hunting is just wrong. :)

Reflective shield should reduce one damage as emerald shield does.

Fog shield should be renamed Wind Shield, because it would just be funnier.

OK.  Sorry.  Some of these are just jokes.  Sue me.  I will provide lawyer contact information upon request.
Title: Re: A Topic to suggest little card changes.
Post by: furballdn on September 30, 2011, 12:04:54 am
Discords do not scramble when they don't hit.

Venemous spiders would be OP. So would the idea of incapacitating creatures. It'd be like an actic squid with decent stats.

Dragons should stay vanilla creatures.

Your idea about the voodoo doll effects and the weapons are interesting.

Something shot by an owl's eye can very likely be devoured

Reflective shield does block one damage when upped IIRC.

missing and then delayed fog shield would be way too OP.
Title: Re: A Topic to suggest little card changes.
Post by: Xenocidius on October 09, 2011, 05:22:42 am
It's probably been suggested, but the ability Lycanthropy should instantly be activated on any creatures that have it if there's a Nightfall or Eclipse in play.
Title: Re: A Topic to suggest little card changes.
Post by: furballdn on October 09, 2011, 05:48:35 am
It's probably been suggested, but the ability Lycanthropy should instantly be activated on any creatures that have it if there's a Nightfall or Eclipse in play.
Maybe lycanthrope should also get the boost from nightfall?

Oh, and here's just a quick deck I threw together based on your idea if lycanthropes get the free boost in eclipse
by furballdn
Hover over cards for details, click for permalink
Deck import code : [Select]
7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t9 7t9 7ta 7ta 7ta 7tb 7tc 7tc 7tc 7td 7td 7td 7td 7td 7td 6u1 6u1 6u1 6u1 6u1 6u1 8pj
Title: Re: A Topic to suggest little card changes.
Post by: Eleahen on January 10, 2012, 06:50:48 pm
It might be nice if:

- Adrenaline status could be inherited via Crusaders' endow ability from flying weapons with adrenal status (as Momentum).
- Adrenaline could be removed via lobotomize (as Momentum).
Title: Re: A Topic to suggest little card changes.
Post by: OldTrees on January 10, 2012, 06:58:17 pm
It might be nice if:

- Adrenaline status could be inherited via Crusaders' endow ability from flying weapons with adrenal status (as Momentum).
- Adrenaline could be removed via lobotomize (as Momentum).
Adrenaline is not a skill. Momentum is both a skill and a status.
Title: Re: A Topic to suggest little card changes.
Post by: Eleahen on January 10, 2012, 08:55:05 pm
Then, I guess, the way to correctly put my suggestion would be:

"It would be nice if Adrenaline would be both a skill and a status like Momentum."
Title: Re: A Topic to suggest little card changes.
Post by: OldTrees on January 10, 2012, 10:23:16 pm
Then, I guess, the way to correctly put my suggestion would be:

"It would be nice if Adrenaline would be both a skill and a status like Momentum."
Why would it be nice? Is there no place for beneficial status effects that are not also skills?
Title: Re: A Topic to suggest little card changes.
Post by: Eleahen on January 11, 2012, 02:44:41 am
Why would it be nice?
1) Using Crusaders' "endow" ability on Momentumed weapons gives them Momentum. Endowing Adrenalined weapons doesn't give Adrenaline.
2) Probably counter-intuitive for new players. Momentum can be lobotomized, Adrenaline - can't.

Is there no place for beneficial status effects that are not also skills?
Interesting question.
Ideally - yes, there should be. For visual consistency - probably no.
Title: Re: A Topic to suggest little card changes.
Post by: OldTrees on January 11, 2012, 03:17:21 am
Why would it be nice?
1) Using Crusaders' "endow" ability on Momentumed weapons gives them Momentum. Endowing Adrenalined weapons doesn't give Adrenaline.
2) Probably counter-intuitive for new players. Momentum can be lobotomized, Adrenaline - can't.

Is there no place for beneficial status effects that are not also skills?
Interesting question.
Ideally - yes, there should be. For visual consistency - probably no.
Please expand:
1) 1 more endowable ability is not that significant
2) adrenaline is careful not to imply it is a skill
3) What do you mean by visual consistency? You probably are referring to the status marker similar to infection and gravity pull.
Title: Re: A Topic to suggest little card changes.
Post by: Eleahen on January 11, 2012, 03:22:00 am
Please expand:
1) 1 more endowable ability is not that significant
That's why it's in the "little card changes" topic.
It seemed inconsistant for me for a long while.
2) adrenaline is careful not to imply it is a skill
Why not?
3) What do you mean by visual consistency? You probably are referring to the status marker similar to infection and gravity pull.
Gravity pull, immortality, adrenaline, momentum - all these share similar status markers.
Poison counters are different in size.
Title: Re: A Topic to suggest little card changes.
Post by: OldTrees on January 11, 2012, 04:59:37 am
Please expand:
1) 1 more endowable ability is not that significant
That's why it's in the "little card changes" topic.
It seemed inconsistant for me for a long while.
2) adrenaline is careful not to imply it is a skill
Why not?
3) What do you mean by visual consistency? You probably are referring to the status marker similar to infection and gravity pull.
Gravity pull, immortality, adrenaline, momentum - all these share similar status markers.
Poison counters are different in size.
Why does Adrenaline not imply it is a skill?
1) Because it is not a skill
2) It does not refer to the word skill
3) It does not appear as a skill on any card (unlike Charger or Immortal)

Infection, Gravity Pull, Immaterial, Adrenaline and Momentum are all status effects and have status markers because they are status effects that did not have an easy Freeze or Delay graphic.
The only reason Momentum differs from Gravity Pull, Adrenaline and Infection is that Charger introduced momentum as a skill in addition to it being a status effect.
In terms of visual consistency Momentum is abnormal.
Title: Re: A Topic to suggest little card changes.
Post by: Eleahen on January 11, 2012, 10:17:51 am
The only reason Momentum differs from Gravity Pull, Adrenaline and Infection is that Charger introduced momentum as a skill in addition to it being a status effect.
In terms of visual consistency Momentum is abnormal.
I agree.
However out of the four it's the Momentum that you see most frequently which, imo, makes it normal and the rest abnormal.
In turn this leads to Adrenaline status being abnormal as you cant target Immaterial creature and I don't think I ever tried to lobo a Grav Pull.
Title: Re: A Topic to suggest little card changes.
Post by: Naesala on January 11, 2012, 03:18:07 pm
Here's my bit about momentum versus the other statuses. Yes, momentum is also a ability that can be lobo'd, but why does that remove the skill? The ability momentum gives you the skill and it's confusing as to why losing the ability makes you lose the skill. I kind of don't even want aether to be able to lobo momentum as it is the one ability that allows creatures to attack through chained Dimensional shields, an on element counter to its main weakness. The only other way to deal with them is the limited existing PC. I also agree that to make things easier for people momentum's icon should be updated, regardless of dealing with lobo and momentum, to reduce confusion.
Title: Re: A Topic to suggest little card changes.
Post by: OldTrees on January 11, 2012, 05:22:38 pm
The only reason Momentum differs from Gravity Pull, Adrenaline and Infection is that Charger introduced momentum as a skill in addition to it being a status effect.
In terms of visual consistency Momentum is abnormal.
I agree.
However out of the four it's the Momentum that you see most frequently which, imo, makes it normal and the rest abnormal.
In turn this leads to Adrenaline status being abnormal as you cant target Immaterial creature and I don't think I ever tried to lobo a Grav Pull.
Lobotomizing Infection or Gravity Pull is impossible and would not make sense if it were possible.
This leads to other statuses being impossible to lobotomize.
Momentum was already a skill and people found the lobotomy counter to be well worth the confusion.
(I see infection and gravity pull more often than momentum.)
Title: Re: A Topic to suggest little card changes.
Post by: Eleahen on January 11, 2012, 05:53:00 pm
*sigh*
Yes, there are statuses and there are skills. Yes, they are different.
My suggestion is - from gameplay pov it makes sense to me that Adrenaline could be a skill in addition to it being a status.
Title: Re: A Topic to suggest little card changes.
Post by: Zergva on August 11, 2013, 07:25:46 pm
I don't make a new topic, because there are a lot of things here what's need to be done *Reviving topic*

-If Rewind cast on hatched creature, it should came back to Fate egg.
Title: Re: A Topic to suggest little card changes.
Post by: serprex on August 11, 2013, 08:05:44 pm
To reiterate what I posted in NERF PEST http://elementscommunity.org/forum/index.php/topic,23603.24.html
:rainbow should expend quanta with proportional probability
blarg: furballdn