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Elements Patch 2.p https://elementscommunity.org/forum/index.php?topic=34667.msg437124#msg437124
« on: December 10, 2011, 08:13:07 pm »
Elements Patch 2.p

Quanta Cap raised to 100.

All non-activated Artifacts now stack.  For example, cards like Boneyard and Empathic Bond stack, but Weapons, Shields and activated Artifacts like Sundial do not stack.  Deflagration and Steal each destroy and steal one card from the stack, respectively.  Protect Artifact may only protect one copy in the stack maximum.

"Aquatic " is a new passive ability for underwater creatures including most Water creatures and cards like Horned Frog.

Flying creatures that lose the "Airbourne" abilty take double damage from direct damage effects.

All Dragons gain the passive ability "Dragonbourne".  Dragonbourne gives a stat increase of +1/+0 for each ten quanta of that creatures Element. 
(eg. If you have a Purple Dragon and 20 :entropy quanta, your Purple Dragon is now 12/5.  If your Dragon is then affected by Web and loses the Airbourne ability, a Lightning will deal 10 damage.)

"Other" category is removed from the game.  Other cards become elemental cards or are removed from the game.

Marks are treated as pillars, no longer limited to 6 per deck.

Cards (only unupgraded versions shown)
  • Abomination:  Takes 1 less damage from direct damage sources.
    (eg: Lightning deals four damage.  Drain Life with ten Darkness quanta deals three (2+2-1) damage .  Owl's Eye deals two damage.)
  • Antimatter:  Four turn duration.  Cost reduced to 7 :entropy.
    (When the duration runs out the effect will revert.)
  • Butterfly Effect:  Cost reduced to 4 :entropy.
  • Discord:  Cost increased to 4 :entropy, damage increased to 5.
  • Nova:  Cost increased to 1 :entropy, generate 12 quanta randomly.
  • Pandemonium:  Cost increased to 4 :entropy.

  • Alfatoxin: Cost reduced to 6 :death.
  • Bone Wall:  Now gains only 1 shield charge when a creature is killed.
  • Poison:  Cost increased to 2 :death, inflicts 2 poison damage to a player or 2 poison damage to a creature.
  • Skeleton:  Stats increased to 2/2.
  • Soul Catcher:  Generate :death :death when it comes into play.
  • Virus:  Cost reduced to zero.  Stats changed to 0/1.

  • Black Hole:  Reduced to absorb 2 quanta per element.
  • Catapult:  May now sacrifice your own creatures to deal damage to creatures or players.
  • Colossal Dragon:  Stats changed to 8/14.
  • Graviton Mercenary:  Each time Graviton Mercenary is delayed it gains +2/+2
    (eg. three turns of Freeze grants +6/+6).
  • Sapphire Charger:  Stats changed to 5/4.
  • Otyugh:  Stats increased to 0/4.  Devour cost increased to :gravity :gravity.

  • Basilisk Blood:  Delay lasts 4 turns.
  • Earthquake:  Now always leaves one pillar or pendulum in the stack.
    (eg. Casting Earthquake on a stack of two Stone Pillars destroys one Stone Pillar.  Casting Earthquake on one Stone Pillar has no effect).
  • Hermatite Golem:  Cost increased to 5 :earth.  Each time you use a burrow ability, Hermatite Golem gains +1/+1.
  • Plate Armor:  Now grants +1/+3.
  • Shrieker:  Cost reduced to 6 :earth.  Stats reduced to 6/3.
  • Titanium Shield:  Cost increased to 5 :earth.  Damage reduction increased to 3.

  • Cockatrice:  Immune to poison.
  • Emerald Shield:  Cost reduced to 4 :life.
  • Heal:  Heal yourself for 20 HP's.  Heal yourself for 30 HP's if you have 10 HP or less.
  • Horned Frog:  Gains Momentum when underwater (Flooding).
  • Mitosis:  Cost reduced to 4 :life.
  • Thorn Carapace:  Cost reduced to 6 :life.

  • Ash:  Stats reduced to 0/1.
  • Ash Eater:  Each turn :fire is generated.
  • Deflagration:  Cost increased to 5 :fire.  Generate 2 :fire when you destroy a permanent.
  • Fahrenheit:  Cost increased to 4 :fire.  Damage increased to 6.  Deals 1 additional damage per 10 Fire quanta.
  • Fire Bolt:  Cost increased to 4 :fire.
  • Fire Spirit:  Stats increased to 2/2.
  • Immolation:  Cost increased to :fire.  Sacrifice a creature to generate a maxium of 8 :fire quanta and 12 quanta randomly.
    (Hidden minimum is 7 :fire generated, then 12 quanta are generated randomly.)
  • Lava Golem:  Stats increased to 5/2.
  • Rage Potion:  The target creature gains +4/-4.

  • Blue Crawler:water remove 1 poison damage from a creature or player.
  • Flooding:  Only aquatic creatures can harm you, deals 1 damage to non aquatic/flying creatures.  Lasts 2 turns.
  • Freeze:  Cost increased to 2 :water.  May now target creatures or weapons.
  • Ice Bolt:  No longer has a chance to freeze.  Deals double damage to frozen creatures.
  • Nymph Queen:  Cost reduced to 6 :water.
  • Purify:  May now target creatures or players.
  • Trident:  May target pillar stacks or artifact stacks.  Always leaves 1 pillar or artifact in the stack.

  • Blessing:  Cost reduced to 2 :light.
  • Holy Light:  Restores up to 20 lost HP's to target creature, removes all negative effects from Light Creatures.
    (eg.  If cast on a Light creature Holy Light has the ability to clear debuffs like Antimatter, lobotomize or poison.  It would not remove positive effects like Blessing or Momentum.)
  • Luciferin:  No longer heals for 10 HP's.  Heal 1 HP for each creature that already has "bioluminescence".
    (Also applies to Light Nymph.)
  • Pegasus:  Stats increased to 4/3.  Dive cost increased to :air :air.
  • Photon:  Heal 1 HP if Photon gains the skill "bioluminescence".
  • Sanctuary: Healing decreased to 3 HP per turn.  Cost Reduced to 3 :light.

  • Wyrm:  Stats increased to 3/4.  Dive cost reduced to :air.
  • Firefly Queen:  Cost reduced to 6 :air.
  • Fog Shield:  Cost increased to 3 :air.
  • Thunderstorm:  Cost reduced to :air.  Temporarily removes "Airbourne" from enemy creatures for two turns.

  • Anubis:  Cost reduced to 7 :time.
  • Devonian Dragon:  Stats changed to 11/4.
  • Fate Egg:  Cost reduced to 1 :time.
  • Precognition:  Cost reduced to 1 :time.
  • Reverse Time:  Cost increased to 5 :time.
  • Scarab:  Stats increased to 3/N.

  • Drain Life:  Cost reduced to 2 :darkness.
  • Minor Vampire:  Stats increased to 2/3.
  • Nightfall:  Playing additional Nightfalls grants one turn of the Cloak effect.
  • Parasite:  Stats increased to 1/3.
  • Steal:  Cost increased to 5 :darkness
  • Vampire Stiletto:  Cost increased to 2 :darkness.

  • Dimensional Shield:  Cost increased to 7 :aether.
  • Immortal:  Gains +1/+0 for each other Immortal you control.
  • Lightning:  Cost increased to 3 :aether.
  • Quintessence:  Cost reduced to 3 :aether.  Upon gaining Immortality, previous skills are now removed.
    (Quintessence only, Anubis and Turquoise Nymph's Immortality abilities do not lobotomize.)
  • Spark:  Stats increased to 4/0.
  • Turquoise Nymph:  Immortal.
« Last Edit: April 14, 2012, 02:26:28 pm by plastiqe »

Offline plastiqeTopic starter

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Re: Elements Patch 2.p https://elementscommunity.org/forum/index.php?topic=34667.msg437125#msg437125
« Reply #1 on: December 10, 2011, 08:13:30 pm »
Patch 2.p is edited based on feedback.

Changelog
    Added Heal, Chrysaora, Fahrenheit & Vampire Stiletto.[/li]Revamped Fire Bolt from 4 damage to creatures/2 damage to players.[/li]Removed cost decrease for Anubis' Immortality.[/li]Added no limit to Mark cards, an issue that most everyone can relate to. : P[/li]Reworded Catapult, Sanctuary back to original cost & -1 healing[/li]Added Devonian Dragon, Maxwell's Demon & Arctic Squid.  Changed Flooding to both sides.  Chrysaora cost increased.[/li]Revamped Flooding from killing creatures on the perimeter to Aquatic Wings, Chrysaora removed.[/li]Pandemonium (cost 4), Titanium Shield (cost 5), Fire bolt (cost 4), Ice Bolt (2x damage to frozen), Sanctuary (cost 3) & Minor Vampire (HP 2/3).  [/li]Soul Catcher, Freeze, Firefly Queen & Lightning added.  [/li]Maxwell's Demon, Arctic Squid and Dune Scorpion removed.[/li]Dragonbourne down to +1/+0, Other cards removed. [/li]Antimatter (cost 7, 4 turns), Colossal Dragon (8/14), Sapphire Charger (5/4), Plate Armor (+1/+3), Precognition (cost 1), Reverse Time (cost 5), Quintessence (cost 3, lobotomizes).  [/li]Removed Chimera.[/li]Cockatrice (poison immune), Deflagration (cost 5, get 2 back), Lava Golem (5/2) and Steal (cost 5).[/li]

Offline PlayerOa

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Re: Elements Patch 2.p https://elementscommunity.org/forum/index.php?topic=34667.msg437128#msg437128
« Reply #2 on: December 10, 2011, 08:19:29 pm »
This is great work, and a lot of these ideas are perfectly balanced.
I don't quite like your idea of changing Fire Bolt that way tho, I believe 4 dmg to a creature (pr 10 quanta) is too much. That may be just me, though.
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Re: Elements Patch 2.p https://elementscommunity.org/forum/index.php?topic=34667.msg437130#msg437130
« Reply #3 on: December 10, 2011, 08:26:54 pm »
can you make a list of changes to the upgraded versions too?
since some of these buffs to unupgraded cards will make upgrading some cards obsolete (blessing for example)

Offline plastiqeTopic starter

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Re: Elements Patch 2.p https://elementscommunity.org/forum/index.php?topic=34667.msg437136#msg437136
« Reply #4 on: December 10, 2011, 08:47:31 pm »
This is great work, and a lot of these ideas are perfectly balanced.
I don't quite like your idea of changing Fire Bolt that way tho, I believe 4 dmg to a creature (pr 10 quanta) is too much. That may be just me, though.
Thanks!  I think Fire should excel at creature destruction.  Maybe just a higher initial damage with less growth from stored quanta though. 

Bolt cards in general are some of the most well designed cards in the game.  Because there are different ways to use it and it gets more powererful the longer you wait, you actually have to make strategic choices to get the best benefit from something like Fire Bolt.  Too many cards in Elements are just pick them up and thoughlessly play them right away.  There is zero strategy in playing Poison in your deck, you play it as soon as you pick it up.  That's why I like options, like either poison the opponent or poison a creature... then it becomes a strategic decision.

can you make a list of changes to the upgraded versions too?
since some of these buffs to unupgraded cards will make upgrading some cards obsolete (blessing for example)
I think instead of just always being "better", upgraded should mean "more".  More quanta, more power and more cost.  A card like Blessing could become 3 :light for +4/+4, or something like Pandemonium could do 2 random effects to every creature for 7 :entropy.  That way it's not so automatic to always just use everything upgraded, but it's usually worth it to get a better effect per card.

If I tried to do upgraded versions, I'd probably end up re-doing almost every single card upgraded.  Probably won't happen... but never say never.

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Re: Elements Patch 2.p https://elementscommunity.org/forum/index.php?topic=34667.msg437143#msg437143
« Reply #5 on: December 10, 2011, 09:08:47 pm »
I approve of almost all of these ideas, but I strongly dislike the Fire Bolt buff. Firestall is definitely strong enough, OP in my opinion, and it overall benefits from this patch. Although Ragepot and Sanc receive small nerfs, Fire Bolt receives a large buff and many of the old counters to Firestall are nerfed (Discord, Graboid, EQ, Phoenix, Immo, Fractal). While many of the counters to Firestall are OP themselves, it just won't work to nerf Firestall's counters while buffing Firestall.
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Re: Elements Patch 2.p https://elementscommunity.org/forum/index.php?topic=34667.msg437149#msg437149
« Reply #6 on: December 10, 2011, 09:41:10 pm »
I approve of almost all of these ideas, but I strongly dislike the Fire Bolt buff. Firestall is definitely strong enough, OP in my opinion, and it overall benefits from this patch. Although Ragepot and Sanc receive small nerfs, Fire Bolt receives a large buff and many of the old counters to Firestall are nerfed (Discord, Graboid, EQ, Phoenix, Immo, Fractal). While many of the counters to Firestall are OP themselves, it just won't work to nerf Firestall's counters while buffing Firestall.
With the imaginary addition of stacking Sanctuaries and the ability to remove these stacks hopefully it's more than a small nerf. 

I don't see a problem with Fire having the most powerful damage based CC, especially when you need to commit to a Fire deck to take full advantage of it.  But you and PlayerOa are probably right, FireStall is dominant now and would just become moreso.  Point taken, updated 1st post.

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Re: Elements Patch 2.p https://elementscommunity.org/forum/index.php?topic=34667.msg437169#msg437169
« Reply #7 on: December 10, 2011, 10:50:36 pm »
I'm also against half of these changes...

Q: How do you catapult players? o.0

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Re: Elements Patch 2.p https://elementscommunity.org/forum/index.php?topic=34667.msg437172#msg437172
« Reply #8 on: December 10, 2011, 11:08:41 pm »
I would like to add:
Aflatoxin: Allow target HP Status. Then Aflatoxin will be more useful, especially in Nymph
Heal, Miracle: Target also opponent (good against SoS)
Archangel: Remove poison from target, also from HP status

A lot of ideas is very good. I like the most change for RageElixir which is now too powerful as CC, and for BlackHole. HolyFlash looks also interesting.

Sanctuary cost is good as is now. I think that if You want to nerf card You should give less heal instead of bigger cost. This card musn't be more expensive than BlackHole and Discord. Also card cost as X is impossible to make it.
But it looks very good, I think that 75% of this ideas should be in game now.

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Re: Elements Patch 2.p https://elementscommunity.org/forum/index.php?topic=34667.msg437180#msg437180
« Reply #9 on: December 10, 2011, 11:22:35 pm »
Q: How do you catapult players? o.0
Supposed to mean you can shoot things at either the opponent or one of their creatures.

I would like to add:
Aflatoxin: Allow target HP Status. Then Aflatoxin will be more useful, especially in Nymph
Not bad, but I think it would need to be more unique than just a big poison if you targeted the player.

Heal, Miracle: Target also opponent (good against SoS)
I didn't add any of the other cards yet but this is my favourite tactic against SoSa too.

A lot of ideas is very good. I like the most change for RageElixir which is now too powerful as CC, and for BlackHole.
Sanctuary cost is good as is now. I think that if You want to nerf card You should give less heal instead of bigger cost. This card musn't be more expensive than BlackHole and Discord. Also card cost as X is impossible to make it.
But it looks very good, I think that 75% of this ideas should be in game now.
Thanks.  And yeah, less healing is a better nerf for Sanctuary, good call.

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Re: Elements Patch 2.p https://elementscommunity.org/forum/index.php?topic=34667.msg437188#msg437188
« Reply #10 on: December 10, 2011, 11:42:54 pm »
I don't get how the blue crawler suddenly knows about antidotes to poisons.

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Re: Elements Patch 2.p https://elementscommunity.org/forum/index.php?topic=34667.msg437190#msg437190
« Reply #11 on: December 10, 2011, 11:43:56 pm »
I don't get how the blue crawler suddenly knows about antidotes to poisons.
I don't get how you could possibly think about thematics before game balance.
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