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Forfeit

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Elemental bonuses https://elementscommunity.org/forum/index.php?topic=371.msg6064#msg6064
« Reply #24 on: December 15, 2009, 10:10:01 pm »

Also, you could have abilitys that are tied to marks, and then some that fall under the 'other' section, that you can have for any mark.

Offline Bloodshadow

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Elemental bonuses https://elementscommunity.org/forum/index.php?topic=371.msg11198#msg11198
« Reply #25 on: December 15, 2009, 10:10:28 pm »

Sorry to dig this old post up again, but...

I think this "abilities" idea could be very good. However, I don't think it should be 2 abilities per element. In fact, I don't think abilities should be element-related at all. I think there should be 12 generic abilities, represented by icons as SG suggested.

Or, maybe there can be some generic passive abilities, and some generic active abilities.

The bolded names in the below list are icons.

Sword: All your creatures have 50% to gain +1/+0.

Shield: All your creatures have 50% to gain +0/+1.

Flame: All enemy creatures have 50% to gain -0/-1.

Frost: All enemy creatures have 50% to gain -1/-0.

Cloud: Attacks against you have 10% to miss. This can cumulate with other card effects.

Mirror: When you're attacked, 10% of opponent being dealt the same damage.

Biohazard: When your opponent summons a creature, 33% of it having 1 poison immediately.

Skull: Your opponent start with 3 poison permanently, cannot be purified.

Cross: Each turn you regain 3 HP.

Tree: Your creatures regenerate 1 HP per turn when damaged.

Bat: You receive 1 HP per 10 damage dealt.

Sun: Nullify your opponent's ability.

Enemies starting from Elder Elementals will have special abilities. You will choose your ability when you defeat your first Elder, and after that you can switch abilities for 100 electrums.
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Elemental bonuses https://elementscommunity.org/forum/index.php?topic=371.msg11199#msg11199
« Reply #26 on: December 15, 2009, 10:10:28 pm »

Yeah, upgrades already do that. So we don't need abilities to do that too. I think SG already said this in the previous pages.

No comments on my list of 12 generic abilities?
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Offline Bloodshadow

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Elemental bonuses https://elementscommunity.org/forum/index.php?topic=371.msg11200#msg11200
« Reply #27 on: December 15, 2009, 10:10:28 pm »

what about having skills that are activatable (for each element) but are kinda strong....maybe add them as a quest after the 150 score quest. have them cost a lot of mana and have them be really strong ......like..

water: 20 quanta? (something high) flood: all opposing creatures attack is reduced to zero and they gain    +1/0 per turn until normal (negates fire skill)
fire: ignite: all of your fire creatures gain +2/0 for 2 turns (negates life skill)

and like that but make the skills ones that are more useful if you have creatures on the field not something like "do 10 damage to your opponent........

     then have it that AI's don't get them or do. either way this will (IMO) give the game a little more depth.
Don't forget that some players have the abilities and some don't. The abilities shouldn't widen the gaps between new players and pros too much.
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

Forfeit

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Elemental bonuses https://elementscommunity.org/forum/index.php?topic=371.msg11201#msg11201
« Reply #28 on: December 15, 2009, 10:10:28 pm »

And the ability that posions seems too strong.

Menthollove

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Elemental bonuses https://elementscommunity.org/forum/index.php?topic=371.msg11202#msg11202
« Reply #29 on: December 15, 2009, 10:10:28 pm »

I like some of those!

Especially the "tide", life surviving one extra turn and Aether neutralizing other ability!

2 specials per element might be a bit much though- I'm hoping to see at least one :)
If we leave it to one, have it be something that isn't overly specialized.  Many elements can be played more than one way.  Although, I do completely agree with leaving the abilities attached to the element, and not able to pick them at free-will.

Menthollove

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Elemental bonuses https://elementscommunity.org/forum/index.php?topic=371.msg11203#msg11203
« Reply #30 on: December 15, 2009, 10:10:28 pm »

what about having skills that are activatable (for each element) but are kinda strong....maybe add them as a quest after the 150 score quest. have them cost a lot of mana and have them be really strong ......like..

water: 20 quanta? (something high) flood: all opposing creatures attack is reduced to zero and they gain    +1/0 per turn until normal (negates fire skill)
fire: ignite: all of your fire creatures gain +2/0 for 2 turns (negates life skill)

and like that but make the skills ones that are more useful if you have creatures on the field not something like "do 10 damage to your opponent........

     then have it that AI's don't get them or do. either way this will (IMO) give the game a little more depth.
Don't forget that some players have the abilities and some don't. The abilities shouldn't widen the gaps between new players and pros too much.
Don't upgrades already do that? o-o

sillyking14

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Elemental bonuses https://elementscommunity.org/forum/index.php?topic=371.msg11204#msg11204
« Reply #31 on: December 15, 2009, 10:10:28 pm »

what about having skills that are activatable (for each element) but are kinda strong....maybe add them as a quest after the 150 score quest. have them cost a lot of mana and have them be really strong ......like..

water: 20 quanta? (something high) flood: all opposing creatures attack is reduced to zero and they gain    +1/0 per turn until normal (negates fire skill)
fire: ignite: all of your fire creatures gain +2/0 for 2 turns (negates life skill)

and like that but make the skills ones that are more useful if you have creatures on the field not something like "do 10 damage to your opponent........

     then have it that AI's don't get them or do. either way this will (IMO) give the game a little more depth.

Elemental bonuses https://elementscommunity.org/forum/index.php?topic=371.msg11205#msg11205
« Reply #32 on: December 15, 2009, 10:10:28 pm »

what about having skills that are activatable (for each element) but are kinda strong....maybe add them as a quest after the 150 score quest. have them cost a lot of mana and have them be really strong ......like..

water: 20 quanta? (something high) flood: all opposing creatures attack is reduced to zero and they gain    +1/0 per turn until normal (negates fire skill)
fire: ignite: all of your fire creatures gain +2/0 for 2 turns (negates life skill)

and like that but make the skills ones that are more useful if you have creatures on the field not something like "do 10 damage to your opponent........

     then have it that AI's don't get them or do. either way this will (IMO) give the game a little more depth.
Don't forget that some players have the abilities and some don't. The abilities shouldn't widen the gaps between new players and pros too much.
Don't upgrades already do that? o-o

chriskang

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Elemental bonuses https://elementscommunity.org/forum/index.php?topic=371.msg12254#msg12254
« Reply #33 on: December 15, 2009, 10:10:33 pm »

Offline jmizzle7

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Elemental bonuses https://elementscommunity.org/forum/index.php?topic=371.msg12255#msg12255
« Reply #34 on: December 15, 2009, 10:10:33 pm »

Shinji, you have a knack for creating "new" threads that already exist. Stop making duplicate threads. I will merge these two threads, but don't create a thread in this section without checking to see if a similar idea exists.

EDIT: I couldn't find the old thread, so we'll just leave it as is. In any case, try to make sure your threads contain something new, otherwise post your idea in an existing thread on the topic or idea.

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Elemental bonuses https://elementscommunity.org/forum/index.php?topic=371.msg12256#msg12256
« Reply #35 on: December 15, 2009, 10:10:33 pm »

 

blarg: