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Offline UTAlan

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Re: Elements the Game - majofa's changes https://elementscommunity.org/forum/index.php?topic=35331.msg447283#msg447283
« Reply #60 on: January 09, 2012, 02:33:29 pm »
I love the Supernova nerf. Perfect.

Offline The_Mormegil

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Re: Elements the Game - majofa's changes https://elementscommunity.org/forum/index.php?topic=35331.msg447284#msg447284
« Reply #61 on: January 09, 2012, 02:33:46 pm »
Generally fine, but I feel you overnerfed Supernova. Is this along the same line of overnerfing Phase Shield?
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Offline majofaTopic starter

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Re: Elements the Game - majofa's changes https://elementscommunity.org/forum/index.php?topic=35331.msg447288#msg447288
« Reply #62 on: January 09, 2012, 02:53:11 pm »
Supernova had too strong of a hold on the upped metagame. As such, the viability of other decks was too low. Supernova bows are too fast and flexible.

Offline Jocko

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Re: Elements the Game - majofa's changes https://elementscommunity.org/forum/index.php?topic=35331.msg447293#msg447293
« Reply #63 on: January 09, 2012, 03:06:45 pm »
Some of the changes seem nice and balanced, and i don't have time to write a proper review.
Only two things:
-I believe the SN nerf was a little too much.
-I don't think the turquoise nymph nerf was needed at all.

Offline majofaTopic starter

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Re: Elements the Game - majofa's changes https://elementscommunity.org/forum/index.php?topic=35331.msg447295#msg447295
« Reply #64 on: January 09, 2012, 03:08:46 pm »
The Turquoise Nymph got a buff - it comes into play (Immaterial). The attack was lowered to balance this.

Offline Jocko

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Re: Elements the Game - majofa's changes https://elementscommunity.org/forum/index.php?topic=35331.msg447296#msg447296
« Reply #65 on: January 09, 2012, 03:10:29 pm »
Sorry, didn't read that xD
Still, that limits its in-element synergies (PU).

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Re: Elements the Game - majofa's changes https://elementscommunity.org/forum/index.php?topic=35331.msg447307#msg447307
« Reply #66 on: January 09, 2012, 03:46:28 pm »
Supernova had too strong of a hold on the upped metagame. As such, the viability of other decks was too low. Supernova bows are too fast and flexible.
Agreed. However, I believe other nerfs are more intresting and viable: this one means you aren't able to build Supernova bows AT ALL. You are way better off with other cards and QTs as main producers, effectively killing the upped version of a card. This is bad.

Some intresting ways of nerfing Supernova I have seen are:
1) Cost of 3 :entropy - hinders but doesn't kill the ability of chaining Supernovas.
2) Same as Nova with some (4? 6?) extra random quanta gained. Effectively the same as Nova (which is definitely more balanced) but with a strictly better effect to justify the upgrade. You might even want to nerf Nova as you did (cost of 1 :entropy) alongside this if you believe it would still be unbalanced.

Both these nerfs are less drastic and while they do kill Supernova Rainbows they mantain the possibility of using them, and the possibility of using Supernova decks in general, viable in the metagame.
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Re: Elements the Game - majofa's changes https://elementscommunity.org/forum/index.php?topic=35331.msg447333#msg447333
« Reply #67 on: January 09, 2012, 05:58:30 pm »
Free Retrovirus vs Plague
0 :death+1turn+1card vs 2 :death+1card
~2cost vs 3cost
Plague+Death trigger vs Plague
1 :death Retrovirus would be more balanced

Supernova
The drain all  :entropy hurts the weakest decks (OTK) more than the strongest decks (Rush)*. A high yet static cost like 3 :entropy would hurt the stronger decks more than the weaker.

*Rush 1 SN per 2 turns is fine for a rush but it forces the OTK to leave their preciously counted quanta vulnerable.
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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.msg447346#msg447346
« Reply #68 on: January 09, 2012, 07:29:03 pm »
I don't know if  I like the new shrieker. It is supposed to be a rusher. But the unupped version seems a bit underpowerd for rushing since it only has 6 attack. But now you can give it momentum and imortality. This makes it more sutable for a control strategy than ever before! THis is a big shift of the metagame. (not realy that big because the upped one still packs some punch) But it definitly creates new possebileties. In fact I don't think of this as a nerf but as a buff (IT JUST BECAME EVEN MORE AWESOME)
But I am not sure about the new earthquake. 1 :earth is easy to get on turn 1, disturbing the game even more than it did before because it is now a good add in rush strategies due it's low cost.
Another thing I like is Antion. With it's 3 attack, It beats good enough to be included in a rush.
Also about :death. I think the buff of aflatoxin is more than appreciated. Now it's an actual removalspell instead of an expensive combat trick.
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Re: Elements the Game - majofa's changes https://elementscommunity.org/forum/index.php?topic=35331.msg447347#msg447347
« Reply #69 on: January 09, 2012, 07:37:47 pm »
I doubt :earth was ever supposed to be a 'rush' element, it just happened to be so because of Graboid. There aren't really any other cards in Earth that support this theme. Stability and control seem suited to Earth.

The Earthquake change provides quicker usage, while not completely crippling your opponent. Usually EQs hit 1 pillar at a time since the opponent slow plays them. Now they're more likely to put them all out. So it has a give and take to it.[quote


1) Cost of 3 :entropy - hinders but doesn't kill the ability of chaining Supernovas.
As was going back and forth, whether to do this nerf or the one I did.

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Re: Elements the Game - majofa's changes https://elementscommunity.org/forum/index.php?topic=35331.msg447348#msg447348
« Reply #70 on: January 09, 2012, 07:43:56 pm »
BE needs a hudge buff and I'm not sure it's even enough, still the upped one is now pretty good !

Best nerf we can make to discord IMO.

I don't like SN nrf, I prefer make it cost 3, it'll slow rush deck enough I think, this one can be really annoying in certain decks..

unupped pandly needed a slight nerf you made it I'm fine with that
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Re: Elements the Game - majofa's changes https://elementscommunity.org/forum/index.php?topic=35331.msg447349#msg447349
« Reply #71 on: January 09, 2012, 07:49:15 pm »
Ya, Supernova was by far the hardest card to balance. It's flexibility and speed makes it overused. There just isn't much to counter 4-5 strong creatures by the 2nd turn, plus any PC or CC they can easily play.

Pandemonium was another difficult one, yes it doesn't get played that much, but it's a really specialized card. I had the thought of giving it the same text as the upped, but a higher cost.

 

blarg: