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JayDog171717

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Elemental Master https://elementscommunity.org/forum/index.php?topic=25.msg375#msg375
« on: December 15, 2009, 10:09:28 pm »

Since reward is doubled for gaining Elemental Master status, why not double the spins as well.

Lesp

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Elemental Master https://elementscommunity.org/forum/index.php?topic=25.msg376#msg376
« Reply #1 on: December 15, 2009, 10:09:28 pm »

While I'm totally down for getting more spins, right now there's a situation in level 3 grinding that looks something like this -

There are tons of decks that can pretty effortlessly crush level 3's at an extremely high rate. What separates these decks from each other is two things - the speed at which they win, which affects gold/hour and spins/hour (and rating/hour, if you care), and the portion of the time they achieve masteries, which affects gold/hour. From a raw gold standpoint, a deck that regularly gets masteries has to be very much slower at winning matches than a deck that almost never gets them for the gold to balance out. A fast deck that doesn't get many masteries closes the gap somewhat by getting more spins/hour, which translates into a bit of extra gold and rarely, something that can't even be bought with gold. (A rare card.) If masteries granted double spins, it would push masteries decks even further beyond their life-losing counterparts for level 3 grinding purposes.

(Note that this is not the same opinion as "I don't want more spins! Phooey!" It's just looking at possible downsides of doubling spins.)

Malechi

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Elemental Master https://elementscommunity.org/forum/index.php?topic=25.msg377#msg377
« Reply #2 on: December 15, 2009, 10:09:28 pm »

Considering I am currently collecting gold for Upgrades and have improved my ability to get Elemental Master to about 1 time in every 3 games versus Level 3 that seems a wee bit too rich. Although I wouldn't mind the reward bumped to 50 Gold!
 ;)


deadwolf

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Elemental Master https://elementscommunity.org/forum/index.php?topic=25.msg528#msg528
« Reply #3 on: December 15, 2009, 10:09:29 pm »

It might be nice if there are various kinds of "mastery", e.g.:

"life mastery" -- ending with 100 life
"death mastery" -- ending with 1 life
"temporal mastery" -- ending with 8 cards in your hand
"poison mastery" -- ending with your opponent having 20 poison points
"creature mastery" -- ending with 15 or more monsters
"graveyard mastery" -- ending with 40 cards in your discard pile

They could all result in the same thing -- maximum gold payout. Or they could all end with reward cards of different colors -- i.e. "temporal mastery" pays out a time card.

eNonymous

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Elemental Master https://elementscommunity.org/forum/index.php?topic=25.msg529#msg529
« Reply #4 on: December 15, 2009, 10:09:29 pm »

I'd actually be happier if Elemental Mastery went away, because I don't find the decks that reliably win with Mastery to be a lot of fun to play.

But that may just be me.

Gunfingers

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Elemental Master https://elementscommunity.org/forum/index.php?topic=25.msg530#msg530
« Reply #5 on: December 15, 2009, 10:09:29 pm »

On the subject of elemental mastery, can we make it so the life you gain from Empathic Bond comes before the damage dealt by your creatures? I've missed elemental master several times because i killed my opponent before i had finished collecting health.

Elemental Master https://elementscommunity.org/forum/index.php?topic=25.msg531#msg531
« Reply #6 on: December 15, 2009, 10:09:29 pm »

It might be nice if there are various kinds of "mastery", e.g.:
"Precise Mastery" -- dealing exact damage to end the game

Klingzog

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Elemental Master https://elementscommunity.org/forum/index.php?topic=25.msg532#msg532
« Reply #7 on: December 15, 2009, 10:09:29 pm »

I think deadwolf is on to a good idea, in my opinion, different types of mastery is the way to go. However, you should only be able to get 1 type of mastery per game - FFQ could easily do life, temporal, creature and graveyard in a single match.

Perhaps also one for killing a certain amount of your opponent's creatures? 23 seems a nice number (max creature slots).

Malechi

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Elemental Master https://elementscommunity.org/forum/index.php?topic=25.msg533#msg533
« Reply #8 on: December 15, 2009, 10:09:29 pm »

I am pretty sure that's the point as Vampiric creatures and weapons work within the same time frame ...

Skillgannon

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Elemental Master https://elementscommunity.org/forum/index.php?topic=25.msg534#msg534
« Reply #9 on: December 15, 2009, 10:09:29 pm »

Rather than get extra spins you should get an improved wheel spin.  Why have a 5% chance of getting a card if your an Elemental Master?  Make it a 10% chance.  This allows the people who take the time to get Elemental Master have a reward for it.  The extra gold is really nothing... you can use a speed deck to win 3 games before 1 Elemental Master with a life deck (vamps, FFQ, etc.).  The 10% isn't unreasonable and it will cause some people to redefine their farming methods.  Some people who were bored with their current grinding will resort to trying out decks to "master" Elemental Mastery.  It just makes the game a bit more interesting and allows a little more variety.

JTWood

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Elemental Master https://elementscommunity.org/forum/index.php?topic=25.msg754#msg754
« Reply #10 on: December 15, 2009, 10:09:30 pm »

I'd actually be happier if Elemental Mastery went away, because I don't find the decks that reliably win with Mastery to be a lot of fun to play.

But that may just be me.
I agree.  Gaining health is a very specific ability given to only a couple elements.  By making mastery based on life, you essentially reward people who play those elements capable of gaining health.  Now if creatures didn't attack as soon as they came into play, it would be a different story, because removal could attempt to keep you damage-free.  As it is, though, mastery is a prejudiced reward.

Mathaos

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Elemental Master https://elementscommunity.org/forum/index.php?topic=25.msg755#msg755
« Reply #11 on: December 15, 2009, 10:09:30 pm »

Perhaps there could be one type of mastery for each of the deck's strengths:

Life Mastery-Win the game with 100 Health (Same as current, would be for the light/life/health gaining decks)

Overkill Master-Win the game with your opponent at -40 or less Health (Would probably have to fix the bug that causes the turn to end early, but it would reward those decks that focus on damage, like fire)

Quantum Mastery-Win the game with a total of 100 Quantum or more (For Rainbow decks, mainly)

Creature Mastery-Win the game with at least 12 Creatures in play (for FFQ/graveyard/mass weenie decks)

Round Table Mastery-Win the game with a Weapon, Shield, Pillar, and Other Permanent in Play (not sure which deck type this would help, but it is an interesting idea I think. Also, when I say Other Permenent, I mean something like Graveyard)

Buffed Mastery-Win the game with a creature in play that has at least 10 more Health than it came into play with (gives something for earth/blessing focused decks)


That's all I have right now. Some of them might be a bit too easy to get, so they might need adjusting, but I think this is the right idea: A type of mastery to cover most types of decks.

 

blarg: