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Offline Zac33333

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Re: Adrenaline + Adrenaline = Overdose https://elementscommunity.org/forum/index.php?topic=7725.msg93776#msg93776
« Reply #36 on: June 17, 2010, 02:03:02 am »
This topic makes sense, and so do suggestions, but I would have to agree that if Zanz wants shockwave to be the only thing that ignores creatures HP, so be it. Maybe we can find a way around this like 2 adren. makes 1 poison counter added, but that would be underpowered because 1 adren. is 6 to play, so I doubt this will ever make it. Sorry.

Offline tyranim

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Re: Adrenaline + Adrenaline = Overdose https://elementscommunity.org/forum/index.php?topic=7725.msg93786#msg93786
« Reply #37 on: June 17, 2010, 02:09:59 am »
actually, the poison thing is a good idea, and it wont be UP. poison damages a creature EVERY TIME IT ATTACKS, which means, lets say a creature with 3 attack is double adrenalined, it would need health of 9+ health just to survive for 1 turn
my milkshake brings all the boys to the yard and they're like "its better than yours" damn right, its better than yours! i can teach you but i'd have to charge!

Offline Zac33333

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Re: Adrenaline + Adrenaline = Overdose https://elementscommunity.org/forum/index.php?topic=7725.msg93795#msg93795
« Reply #38 on: June 17, 2010, 02:18:27 am »
actually, the poison thing is a good idea, and it wont be UP. poison damages a creature EVERY TIME IT ATTACKS, which means, lets say a creature with 3 attack is double adrenalined, it would need health of 9+ health just to survive for 1 turn
Then that would make it OP kinda :|


Offline tyranim

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Re: Adrenaline + Adrenaline = Overdose https://elementscommunity.org/forum/index.php?topic=7725.msg93808#msg93808
« Reply #39 on: June 17, 2010, 02:37:49 am »
not really, you have to take the attack of a creature into consideration, if they have 4 attack, they need 7+ hp to survive, the higher the attack, the lower the hp needed to survive, balancing this idea out quite efficiently.
my milkshake brings all the boys to the yard and they're like "its better than yours" damn right, its better than yours! i can teach you but i'd have to charge!

Offline Zac33333

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Re: Adrenaline + Adrenaline = Overdose https://elementscommunity.org/forum/index.php?topic=7725.msg93822#msg93822
« Reply #40 on: June 17, 2010, 02:56:32 am »
not really, you have to take the attack of a creature into consideration, if they have 4 attack, they need 7+ hp to survive, the higher the attack, the lower the hp needed to survive, balancing this idea out quite efficiently.

But that would monotonize the range of strategies people would use. Unless you have quint or something your boned. This idea + fire bucklers = Destroys hundreds of decks and only adds a few. Sorry, but I like the ORIGINAL idea for this deck.

Offline tyranim

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Re: Adrenaline + Adrenaline = Overdose https://elementscommunity.org/forum/index.php?topic=7725.msg93827#msg93827
« Reply #41 on: June 17, 2010, 02:59:49 am »
what deck?
my milkshake brings all the boys to the yard and they're like "its better than yours" damn right, its better than yours! i can teach you but i'd have to charge!

Offline Zac33333

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Re: Adrenaline + Adrenaline = Overdose https://elementscommunity.org/forum/index.php?topic=7725.msg93828#msg93828
« Reply #42 on: June 17, 2010, 03:00:54 am »
what deck?

I meant card, sorry. Was reading something else and thinking of something else. Anyways, dont you feel a bit geeky arguing back and forth on some random topic at 11pm EST?
I kinda do :p

Offline tyranim

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Re: Adrenaline + Adrenaline = Overdose https://elementscommunity.org/forum/index.php?topic=7725.msg93833#msg93833
« Reply #43 on: June 17, 2010, 03:05:28 am »
its 8 here in az
my milkshake brings all the boys to the yard and they're like "its better than yours" damn right, its better than yours! i can teach you but i'd have to charge!

Offline Zac33333

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Re: Adrenaline + Adrenaline = Overdose https://elementscommunity.org/forum/index.php?topic=7725.msg93836#msg93836
« Reply #44 on: June 17, 2010, 03:06:31 am »
its 8 here in az

So then Im the geek haha XD

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Re: Adrenaline + Adrenaline = Overdose https://elementscommunity.org/forum/index.php?topic=7725.msg93913#msg93913
« Reply #45 on: June 17, 2010, 04:10:10 am »
I like this idea a lot. It would offer some conditional control to Life as well as open up new opportunities for double buffing and double debuffing in the game. I mostly would like to see and wonder what a double dosage of Blessing would do, as it doesn't see much play.
Its a idea, but what about people that use 4 or 5 blessings on the same creature?

Will it work 6 times?:
blessing
"holy"
blessing +"holy"
"holy"+"holy"
"holy"+"holy"+blessing
.....
(scaredgirl called it holy, so I use it too)
I would say chaining Blessings on a single creature would give more boost to attack and HP than usual. The reasons being that Blessing placed on a single creature is very risky, as there are many, many cards that can deal with one mortal creature. That's why I think Blessing hardly reaches any games because creatures are so easy to deal with even after you Bless them.

Either that or double Blessing would make them immune to some of those vulnerabilities. That would be really great.

Offline TrohTopic starter

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Re: Adrenaline + Adrenaline = Overdose https://elementscommunity.org/forum/index.php?topic=7725.msg93986#msg93986
« Reply #46 on: June 17, 2010, 06:03:33 am »
ZANZARINO this is for you :

If you want that shockwave to be the only card with instant kill... so be it.

But you can't ignore 4 pages of 100% positive feedback to this idea.
So i suggest not to kill instantly that creature, but to overburst it, (1 poison per every atack), so big creatures will gain 2 poison per turn (which is way different then instant kill)

rakazy8564

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Re: Adrenaline + Adrenaline = Overdose https://elementscommunity.org/forum/index.php?topic=7725.msg98184#msg98184
« Reply #47 on: June 21, 2010, 11:33:48 pm »
I don't think you should do the poison effect, cause Life's new shield (I blanked out I swear T_T) is totally capable of doing the same, and without you requiring to take so much damage initially.  Hmm ...

I do like the dual spell combo idea, but just one poison counter makes it a bit underpowered.  Why not make the creature get a poison counter equal to its attack?  Therefore only high hp creatures will live thanks to their constitution and then the poison wears off, as in they survive the overdose.  Oh and the adrenaline effect is also removed as their bodies have cleaned it clear of their system.  Calling this Overdose sounds suitable to me ^^

For a dual Gravity Pull call this effect Fission where all its attack is converted to its health for twice the value.  Or you can call it Instability and make it undergo alpha/beta/gamma decay (where it inverts the creature's attack but its attack slowly drops for gamma, temporarily becomes a quanta pillar for you for beta, and damages your opponent for 1 every turn for alpha) and when its attack hits 0 it dies.  Also any creature near it becomes an Abomination!!  Or a mutant xD

For a dual Momentum call this effect Collision.  This "collides" with a Momentumed creature under the Collide creature's owner's control and now they both lose Momentum and their attack after the collision is the magnitude of the Collision creature's attack - Momentumed creature's attack.  Also, if the owner of the Collide creature has no Momentumed creature then the Collision will collide with the owner of the Collide creature and suicide (causing damage equal to its attack).

Also, since earlier someone suggested that dual Momentum had a positive effect, here are positives for all three dual effects =D

Dual Adrenaline = Onslaught (Can't come up with a better name xD)
This creature now has 2 extra attacks, 1 if attack>6 and now heals the creature's owner for 3 every attack.  You attack more often, and you're regenerating a fair amount.

Dual Gravity Pull = Void
All attacks to you are now reduced to 0, while all negative damage is still received (So those creatures that you've anti-mattered are still doing their job and betraying your masters).  This effect acts as a permanent and is unstealable and is in play for 3 turns.

Dual Momentum = Impulse
Damage inflicted is now equal to the Impulse creature's attack and health as a sum.  (This is treating the attack as v(velocity) and the health as m(mass) in the P = mv formula, but as an added sum (added sum because a 8*30 Massive Dragon is ... Did I hear OP? ^_^))

Now for request!! ^_^
With the ones above that's 1 for  :life and 2 for  :gravity.  I think each element should have at least one combo.  And some elements have combos with each other.  Air and Water for example (ie the freezing shockwave).  I like the  :fire thawing  :water 's Freeze, but I don't like the idea of hitting my own creature with fire bolt.  Why not make it so that Rain of Fire causes all Frozen creatures to thaw due to the heat wave of its fires. 

 

anything
blarg: