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Offline GlitchTopic starter

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Graboid Nerf https://elementscommunity.org/forum/index.php?topic=8098.msg91600#msg91600
« on: June 14, 2010, 08:29:24 pm »
Shriekers shouldn't be stand-alone cards.

That is all.

sSethia

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Re: Graboid Nerf https://elementscommunity.org/forum/index.php?topic=8098.msg91681#msg91681
« Reply #1 on: June 14, 2010, 09:41:07 pm »
Why does that nerf Graboids?

And Shriekers cost 8 quanta for 8 damage and 3 health. That's not even slightly OP.

Scaredgirl

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Re: Graboid Nerf https://elementscommunity.org/forum/index.php?topic=8098.msg91689#msg91689
« Reply #2 on: June 14, 2010, 09:45:35 pm »
I'd like to see the ability cost 2 :time like it was at some point.

icybraker

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Re: Graboid Nerf https://elementscommunity.org/forum/index.php?topic=8098.msg91703#msg91703
« Reply #3 on: June 14, 2010, 09:54:35 pm »
I don't think Graboids should be nerfed without nerfing other key cards. I'm talking about Frogs and Golems. Right now, I think that mono :life (Adrenaline), Graboid, and Golem Immolation decks are the 3 fastest decks around and are pretty similar in terms of speed. Nerfing the Graboid may be a good idea, but that will just make everyone use Golem and mono :life.

And Shrieker isn't overpowered at all. Anyways, I propose this. If we want to nerf Graboids, we're going to do it SG's way. Then, we're going to nerf Immolation by making it generate 7 :fire upgraded and 6 :fire unupped to make Golem decks slower. Finally, we'll make Cockatrices and Frogs more expensive or reduce their attack.

Offline Ge0metry v1.2

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Re: Graboid Nerf https://elementscommunity.org/forum/index.php?topic=8098.msg91721#msg91721
« Reply #4 on: June 14, 2010, 10:09:28 pm »
i like Icy's reasoning of having to nerf all three of the decks if Graboid/Shrieker is going to be nerfed.

Heres how i would nerf them. Graboids cost two :time :time to evolve. Golems require 1 :earth and 1 :fire to growth. Frogs only cost 1 :life to play but receive 1 poison counter as soon as played.
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Malduk

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Re: Graboid Nerf https://elementscommunity.org/forum/index.php?topic=8098.msg91726#msg91726
« Reply #5 on: June 14, 2010, 10:13:25 pm »
I'd like to see ability cost upped to 2 :time AND removal of Shriekers as a standalone card.
Shriekers are not whats overpowered. Graboids are. But graboids are not really a creatures on their own, they are just a way to get a cheap strong attacked called Shrieker.
Think about it. You pay something at turn1, get something untargetable, but mostly ignorable, and at turn2 you get the REAL creature that is not just strong attacker, but also can become untargetable at will. Basically, you can get 12 of those creatures, while paying full price for 6 of them, and part of the price for other 6.

The only similar creature in the game is Fate egg that costs the same amount of quanta to play, but IS targetable, have same cost for "upgrading" it to something else, but that something else is out of your control and can be complete crap, thus not entering into "12 same cards per deck" category.

Retribution

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Re: Graboid Nerf https://elementscommunity.org/forum/index.php?topic=8098.msg91730#msg91730
« Reply #6 on: June 14, 2010, 10:16:19 pm »
How about we remove the fact that graboid enters the game burrowed?

Wisemage

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Re: Graboid Nerf https://elementscommunity.org/forum/index.php?topic=8098.msg91888#msg91888
« Reply #7 on: June 15, 2010, 12:36:56 am »
if anything removing the entering burrowed is the ebst.  getting rid of shriekers and 2 time evovle cost makes grabiod rush very bad.  you need to wait 2 turns to start dealing real damage, and if you get rid of shriekers stand alone combined with 2 time evovle thats just ridiculous.

You might as well look for ways to destroy other rushes such as Lava Golem and Mono life rush.

Offline GlitchTopic starter

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Re: Graboid Nerf https://elementscommunity.org/forum/index.php?topic=8098.msg91923#msg91923
« Reply #8 on: June 15, 2010, 01:00:59 am »
Well, my main point was that ash isn't standalone because 12 pheonix is overpowered.

If shriekers weren't standalone, then a graboid rush would only have 6 creatures, and you wouldn't be able to overwhelm with 120 damage.

And, if we did this, we could even do cools things like turning shriekers back into graboid when hit with reverse time.

smuglapse

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Re: Graboid Nerf https://elementscommunity.org/forum/index.php?topic=8098.msg92211#msg92211
« Reply #9 on: June 15, 2010, 07:10:56 am »
Well, my main point was that ash isn't standalone because 12 pheonix is overpowered.

If shriekers weren't standalone, then a graboid rush would only have 6 creatures, and you wouldn't be able to overwhelm with 120 damage.

And, if we did this, we could even do cools things like turning shriekers back into graboid when hit with reverse time.
Very good analogy.  I like that idea.  And it might mean Hematite/Steel Golems might see more play.

Re: Graboid Nerf https://elementscommunity.org/forum/index.php?topic=8098.msg92252#msg92252
« Reply #10 on: June 15, 2010, 08:36:27 am »
i like Icy's reasoning of having to nerf all three of the decks if Graboid/Shrieker is going to be nerfed.

Heres how i would nerf them. Graboids cost two :time :time to evolve. Golems require 1 :earth and 1 :fire to growth. Frogs only cost 1 :life to play but receive 1 poison counter as soon as played.
I don't think two different elements can be used for costs, and while the other suggestions hurt speed rushes, one poison counter completely kills adrenaline frogs.

Offline RavingRabbid

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Re: Graboid Nerf https://elementscommunity.org/forum/index.php?topic=8098.msg92260#msg92260
« Reply #11 on: June 15, 2010, 08:45:47 am »
Graboid: 3 :earth , 2|3,  :time :time : evolve
Shrieker: 8  :earth , 6|5  :earth burrow


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