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Elemental bonuses https://elementscommunity.org/forum/index.php?topic=371.msg12257#msg12257
« Reply #36 on: December 15, 2009, 10:10:33 pm »

(i know this isnt a card, but i don't know where it would be so im putting it in my favorite section of forums)
i don't know how to balance this idea, its a little weird, buy maybe the marks could have effects, instead of just gaining 1 quantum a turn, that corresponds to the element it is, the following are just ideas,
mark of fire: target creature gains 1/0
mark of light: target creature is healed for 2
mark of earth: target creature gains 0/1
mark death: target creature gets 1 poison counter
mark life: target creature is healed for 2 (same as light)
mark of gravity: target creature has g-pull for 1 turn (ends alongside your opponents turn)
mark of entropy: converts 5 entropy quantum into 5 random elements
mark of darkness: target creature takes 1 damage and you gain 1 health
mark of time: put target creature into a time loop for 1 turn
mark of aether: (open for debate)
mark of air: (open for debate)
mark of water: target creature MAY freeze
i couldnt think of any effects taht time, aether, or air has that wouldnt pwn in an effect you can use right off the bat.
please leave ideas on what costs for activation and such should be.
please comment on the already given effects.
happy farming ^_^


Elemental bonuses https://elementscommunity.org/forum/index.php?topic=371.msg12258#msg12258
« Reply #37 on: December 15, 2009, 10:10:33 pm »

those effects were just to get the debating to begin (giving idea seeds if you will)

Elemental bonuses https://elementscommunity.org/forum/index.php?topic=371.msg12259#msg12259
« Reply #38 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.
problem with that, tho, is that people sometimes dont read topics theyve already read. only the realy active do that. and the ideas will go unread.

sillyking14

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Elemental bonuses https://elementscommunity.org/forum/index.php?topic=371.msg12260#msg12260
« Reply #39 on: December 15, 2009, 10:10:33 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.
thats why i suggested it for something like a quest between 150 score and 500 score. it would make it harder for complete noobs to compete pvp, but, it would be so easy to get that it wouldn't change a whole much.

Elemental bonuses https://elementscommunity.org/forum/index.php?topic=371.msg12261#msg12261
« Reply #40 on: December 15, 2009, 10:10:33 pm »

Like the idea, darkness and gravity are too strong though.

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Elemental bonuses https://elementscommunity.org/forum/index.php?topic=371.msg12262#msg12262
« Reply #41 on: December 15, 2009, 10:10:33 pm »

aether could be immortal for 1 turn, air could be that double power effect for 1 turn(forgot it's name) and time.. well that's tough lol
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