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Offline mega plini

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Re: Elements the Game - majofa's changes https://elementscommunity.org/forum/index.php?topic=35331.msg450158#msg450158
« Reply #132 on: January 18, 2012, 11:43:29 am »
Now that all the cards have been posted (I'm not doing Other)... Build decks as if the changes were made. What is too strong/weak? What cards still influence the meta too much? Post the decks and the reasons.
Seems to me you should do other cads too, since they are basicly in every deck and influence the meta as much ( considder shards).
Also a practical question: Where can we test the game with these changes? Are we supposed to print the cards drom our computer and test it manualy, or is there a program we should use?
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Re: Elements the Game - majofa's changes https://elementscommunity.org/forum/index.php?topic=35331.msg450564#msg450564
« Reply #133 on: January 19, 2012, 08:16:30 pm »
Ever tried Magic Workstation (http://magicworkstation.com)?

You'll need a friend but I'd be happy to help out if you're around when I am.

Re: Elements the Game - majofa's changes https://elementscommunity.org/forum/index.php?topic=35331.msg451511#msg451511
« Reply #134 on: January 22, 2012, 04:53:09 pm »
Again, please put what the changes were before. Even if it's in spoilers next to the name, I hate having to look every card up to see what differences you've made.

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Re: Elements the Game - majofa's changes https://elementscommunity.org/forum/index.php?topic=35331.msg452088#msg452088
« Reply #135 on: January 23, 2012, 11:39:26 pm »
:aether
The overall feel of Aether was that of 'being in another dimension'. Manipulating the 'air' around you to your benefit. Within this is a natural protection against your opponent.

Metagame:
Too many decks were using the Dimensional Shield + Fractal setup. If the opponent had no PC, the deck was an autowin. It could stall out rush decks and break stall decks. Outside of this, and the occasional Mark + Lightning Bolt decks, Aether was often overlooked. It has many good cards that can help in a variety of situations, but whenever someone looked to Aether it was almost automatically to the Dim Shield + Fractal combo.

<<Celestial / Immortal>>
This card was hardly used. Its cost was too much for only 4 damage. Dim stalls used the dragon for harder hitting and to save space in the deck. Obviously, Immortal needed some kind of buff. Simply making them stronger would make them better, but would make the Aether dragon weaker and still not add any new dimensions to the game.

I decided to go with the (Immaterial) buff. It gives in-element synergy while not making the dragon obsolete. It would take 5x Celestials (unupped version of Immortal) to equal the damage output of 5x Dimensional Dragons, but the synergy can be used with Aether Nymph or Quintessences to increase their attack even more. Creatures from other elements could be added to the deck and made (Immaterial) giving more diversity while still being able to deal out some damage.

<<Dimensional Shield / Phase Shield>>
The best way to combat this would be to add more PC-type cards. Until that is done, Dimensional Shield would need a change. Increasing the cost wouldn't be much of a help since once a chain starts you'd have 3 turns to gather the quanta needed to keep the chain going. The 18 turns of protection would remain. A normal 30 card deck would only have ~5 turns to win. If the deck starts off slow the Dim shields could even be held back to ensure all are drawn.

It seemed the best way to combat this would be to reduce the amount of turns the shield lasted for. At 2 turns each, a player could be protected for 12 consecutive turns, giving the opponent ~11 turns to win. The cost was reduced to balance it. The effect: 'Your weapon deals no damage' was a thematic addition, since you're tecnically in another dimension while using the shield.

<<Mindgate / Mindgate>>
Wasn't used enough for how fun it is. Can be splashed a bit more with the lower cost.

<<Spark / Ball Lightning>>
Ball Lightning just didn't have the effect that real ball lightning has - the chaining of zaps. Spark was just Immo fodder. Also, Ball Lightnings weren't really used much outside of Fractal decks and the occasional BL + buff decks in limited formats.

With the new effect, it can be a solid deck type. The percentage was made low, at 30% to ensure that it doesn't get out of control. In addition, Ball Lightning's attack was reduced from 5 to 4.

<<Turquoise Nymph / Aether Nymph>>
This just wasn't used much. As with other Aether creatures, it was changed to come into play (Immaterial). The stats were lowered to balance this compared to Immortal and Phase Dragon.

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Re: Elements the Game - majofa's changes https://elementscommunity.org/forum/index.php?topic=35331.msg452208#msg452208
« Reply #136 on: January 24, 2012, 07:03:37 am »
:aether
The overall feel of Aether was that of 'being in another dimension'. Manipulating the 'air' around you to your benefit. Within this is a natural protection against your opponent.
Good summary post for your Aether changes.

PS: Did you mean the aether rather than the air?
Quote from: wiki
Aether is the domain of the immaterial things; it is where the stars reside and the media where all the energy waves move. Aether elementals excel in manipulating the dimensions and electricity; most of the creatures they generate are immaterial.
Location of Stars, Medium of energy waves. aether was originally thought of as the material outerspace was made of. The element Aether is related to aether.
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Re: Elements the Game - majofa's changes https://elementscommunity.org/forum/index.php?topic=35331.msg452209#msg452209
« Reply #137 on: January 24, 2012, 07:04:56 am »
Well, I put it as 'air' but it could just be Aether.

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Re: Elements the Game - majofa's changes https://elementscommunity.org/forum/index.php?topic=35331.msg452405#msg452405
« Reply #138 on: January 24, 2012, 08:53:02 pm »
:air
Air - the rulers of the sky. Includes the clouds and, of course, an entire dragon. Not much confusion when you think of what Air represents.

Metagame:
Up till now, Air has essentially only been used as a splash element. Rainbow decks would include a Fog Shield and Animate weapons would be thrown in a weapon deck. Wings are used if the situation calls for it, but often end up as dead cards.

In unupped format, Air is even worse. It has the 2nd weakest attack value for a dragon, a 1 attack creature, and four 3 attack creatures. None of these creatures' costs are lower to balance this. So as it is, Air is too slow to keep up with nearly any other element, when it comes to creature damage.

In upped format, Air can hold it's own a bit more. The normally weak creatures gain attack boosts that put them more on the level of other creatures, with their abilities giving them certain advantages and synergies. Even so, FGs only include 5/14 Air cards in their decks.

Some cost changes were made to balance out some cards. FFQ had it's cost dropped by 1, to make it more playable. Fog Shield had it's cost increase by 1, to weaken rainbow decks. Also, Sky Blitz's cost was reduced by 1.

I focused more on boosting the unupped format.

<<Azure Dragon / Sky Dragon>>
Most creatures, outside of ones with solid abilities, have more attack power than their cost. Azure Dragon cost 10 :air and has an attack value of 9. In looking at the upped version of this card, Sky Dragon gets a 4 attack and 1 health boost, giving it the second highest attack value of any dragon. With this in mind, I decided to give Azure dragon 11 attack. Since a few other Air creatures were getting attack boosts, I felt it was beneficial to also increase the cost by 1 :air.

<<Dragonfly / Damselfly>>
As with Sky Dragon, the upped version of Dragonfly, namely Damselfly, was well balanced. Dragonfly, on the other hand, was still weak. Producing more :air is good, and it's essentially a Pillar that does 1 damage a turn, however, there are no great benefits to producing large amounts of :air, as there are in other elements. So in keeping with the overall attack boost of Air, I increased the attack value of Dragonfly to 2.

<<Flying Weapon / Animate Weapon>>
With very few PC cards in the game, I looked for places where I could sneak some in without adding new cards. Here (http://elementscommunity.org/forum/index.php/topic,35170.0.html) was a perfect example of where I could do this. While not becoming PC in itself, this card works together with Air's in-element CC cards to create PC. In no way does this weaken the player's deck, since they can still use Animate Weapon the same way it's used now.
*Note this card targets the player, not the weapon. The same way that any Direct Damage spell would.

<<Thunderstorm / Lightning Storm>>
This is one of the least used cards. 1 damage rarely kills any creatures and makes this one of the most situational cards in the game.

There have been many different ideas on how to buff this card, but I dipped into my video game knowledge and went the route of: Lightning does more damage to flying creatures.

Though, even with the increased damage done to flying creatures, I doubt this card would be used much.

I'm open to more suggestions on how to make this card more powerful, thus more used.

-Increase the damage by an additional 1 point to flying creatures.
-Chance to stun for one turn.
-Lingering damage effect.

<<Wyrm / Wyvern>>
Unupped Wyrm was too weak for its cost. Some kind of buff was necessary, I chose to go with the +1 attack boost.

Offline onnig

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Re: Elements the Game - majofa's changes https://elementscommunity.org/forum/index.php?topic=35331.msg452442#msg452442
« Reply #139 on: January 24, 2012, 10:42:45 pm »
For thunder storm, it could increase the damage of all your airborne creatures by 1. This way, it would have lots of synergy with the other Air cards and effects. Not sure if the cost should increase by 1 since it's still a somewhat situational effect.

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Re: Elements the Game - majofa's changes https://elementscommunity.org/forum/index.php?topic=35331.msg452505#msg452505
« Reply #140 on: January 25, 2012, 01:32:02 am »
Thunderstorm - 2 :air do one damage to all opposing creatures and draw another thunderstorm from your deck
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Re: Elements the Game - majofa's changes https://elementscommunity.org/forum/index.php?topic=35331.msg454912#msg454912
« Reply #141 on: January 30, 2012, 06:48:50 pm »
:darkness
Darkness is all things darkness. What lives in the dark and what's done in the dark, including stealing.

Metagame:
Not much to say about Darkness. Mono can usually hold its own versus other elements. Its CC is a bit slower than some other elements (Drain Life is only 2 HP per 10 :darkness and Infection is slow). Although once it gets setup, it can be very hard to beat.

Besides mono, Pestal is also a very powerful deck unupped and upped. Once the opponent's quanta is locked, you win. Cloak can be used with a few decks to counter your opponent's CC.

As with most elements, there were cards that weren't getting much use outside of specific decks.

<<Devourer / Pest>>
Looking back, this seems like a weird change. Mainly I was trying to make it more susceptible to CC, but as was noted, the upgrade isn't really worth it. Maybe dropping the health of the unupped version to 1 would give a big enough difference.

<<Drain Life / Siphon Life>>
I had thoughts of making the upped version 3 HP per 10 :darkness, but thought against it and went with the cost reduction of the unupped version.

<<Gargoyle / Gargoyle>>
Probably the biggest change to Darkness. (Heavy), as seen in the general notes, means the creature can't be the target of Rewind/Reverse Time. This allows for combos to be created without fear of being ruined by non-HP based CC. The inclusion of this ability in the game could create some competitve combo decks.

<<Minor Vampire / Vampire>>
3 :darkness for 2 attack is one of the worst in the game and the ability doesn't necessarily make up for this. Vampires weren't seen much outside of Pestal and AdrenaVamp. With the reduced cost, hopefully it would see more play as a small hitter + healing.

<<Parasite / Bloodsucker>>
Parasite was an overcosted, underpowered creature. Infection is also the slowest form of CC in the game. As such, this card needed a bit of adjustment. I opted to lower the cost and increase the attack. 1 :darkness for 2 attack is a decent quick hitter and also having an ability that can be used sooner. With the cost reduction, it can now reliably be used off-mark and in rainbows. Also, Bloodsucker got a cost reduction, making it a very powerful hitter.

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Re: Elements the Game - majofa's changes https://elementscommunity.org/forum/index.php?topic=35331.msg457250#msg457250
« Reply #142 on: February 06, 2012, 03:38:10 pm »
I'm all for one thing I see in these changes, not sure if it has been addressed yet, is sanctuary working with solar shield/buckler. Sanctuary working with Dissipation Shield I am a bit on the fence about though.

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Re: Elements the Game - majofa's changes https://elementscommunity.org/forum/index.php?topic=35331.msg465174#msg465174
« Reply #143 on: February 27, 2012, 06:37:52 pm »
I've been thinking about the upped dragons, and it seems that their costs could stand to be reduced. (I'll be using the 'changed' names):

Dimensional Dragon / Phase Dragon
12 :aether - 8/6 (Immaterial)
13 :aether - 10/6 (Immaterial)
Gave it a one cost reduction to help balance it against the nerfed Dim Shield.

Azure Dragon / Sky Dragon
11 :air - 11/6
12 :air - 13/7
With stats: 11/6 (13/7) this is a very powerful dragon, thus warranting it's unupped cost increase.

Black Dragon / Obsidian Dragon
10 :darkness - 10/5
11 :darkness - 12/6
Upped Gargoyle = 5 :darkness -> 7/3
Obsidian Dragon = 11 :darkness -> 12/6
It used to be 7 cost for 5 attack and 3 health, this is much more reasonable.

Bone Dragon / Bone Dragon
10 :death - 10/5
10 :death - 11/5
No change needed.

Stone Dragon / Basalt Dragon
10 :earth - 8/10
10 :earth - 10/12
When compared to Dust Dragon (Elite Shrieker), even with the nerf, the upped needed a cost reduction.

Purple Dragon / Amethyst Dragon
10 :entropy - 10/5
11 :entropy - 12/6
No change, the balance is fine.

Crimson Dragon / Ruby Dragon
10 :fire - 12/3
12 :fire - 15/2
No change.

Colossal Dragon / Massive Dragon
10 :gravity - 7/20 (Heavy)
11 :gravity - 8/30 (Heavy)
Cost stays the same, but it gains the (Heavy) passive. Colossal Dragon's health increased to 20.

Emerald Dragon / Jade Dragon
10 :life - 10/6
11 :life - 12/9
Reduced upped cost by 1 :life to balance it better with the small/fast Life creatures.

Golden Dragon / Light Dragon
11 :light - 10/10
12 :light - 12/12
Was much too slow to be used effectively outside of specific combos. Still has to cost more than most other dragons since it has such high health.

Devonian Dragon / Silurian Dragon
10 :time - 11/4
11 :time - 13/4
Unupped gains 1 attack and loses 1 health to give the dragons more uniqueness.
1 cost reduction for the upped version since it only has 4 health.

Ice Dragon / Arctic Dragon
10 :water - 11/5
11 :water - 13/5
Ice Dragon was horrible compared to Toadfish costwise.
Made unupped version similar to upped version.
Both cost less than their Air counterparts on the account of less health.

Spoiler for comparative lists:
Spoiler for unupped:
Spoiler for cost:
10 :fire - 12/3
10 :water - 11/5
10 :time - 11/4
10 :life - 10/6
10 :darkness - 10/5
10 :death - 10/5
10 :entropy - 10/5
10 :earth - 8/10
10 :gravity - 7/20 (Heavy)
11 :air - 11/6
11 :light - 10/10
12 :aether - 8/6 (Immaterial)
Spoiler for attack:
10 :fire - 12/3
11 :air - 11/6
10 :water - 11/5
10 :time - 11/4
11 :light - 10/10
10 :life - 10/6
10 :darkness - 10/5
10 :death - 10/5
10 :entropy - 10/5
10 :earth - 8/10
12 :aether - 8/6 (Immaterial)
10 :gravity - 7/20 (Heavy)
Spoiler for health:
10 :gravity - 7/20 (Heavy)
11 :light - 10/10
10 :earth - 8/10
11 :air - 11/6
10 :life - 10/6
12 :aether - 8/6 (Immaterial)
10 :water - 11/5
10 :darkness - 10/5
10 :death - 10/5
10 :entropy - 10/5
10 :time - 11/4
10 :fire - 12/3
Spoiler for upped:
Spoiler for cost:
10 :death - 11/5
10 :earth - 10/12
11 :water - 13/5
11 :time - 13/4
11 :life - 12/9
11 :darkness - 12/6
11 :entropy - 12/6
11 :gravity - 8/30 (Heavy)
12 :fire - 15/2
12 :air - 13/7
12 :light - 11/11
13 :aether - 10/6 (Immaterial)
Spoiler for attack:
12 :fire - 15/2
12 :air - 13/7
11 :water - 13/5
11 :time - 13/4
11 :life - 12/9
11 :darkness - 12/6
11 :entropy - 12/6
12 :light - 11/11
10 :death - 11/5
10 :earth - 10/12
13 :aether - 10/6 (Immaterial)
11 :gravity - 8/30 (Heavy)
Spoiler for health:
11 :gravity - 8/30 (Heavy)
12 :light - 12/12
10 :earth - 10/12
11 :life - 12/9
12 :air - 13/7
11 :darkness - 12/6
11 :entropy - 12/6
13 :aether - 10/6 (Immaterial)
11 :water - 13/5
10 :death - 11/5
11 :time - 13/4
12 :fire - 15/2

*Final notes:
Unupped the Darkness, Death, and Entropy Dragons are the same.
Upped the Darkness and Entropy Dragons are the same.
(any thoughts on changing this?)

 

blarg: