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smuglapse

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Re: Graboid Nerf https://elementscommunity.org/forum/index.php?topic=8098.msg92599#msg92599
« Reply #24 on: June 15, 2010, 06:43:16 pm »
8 and ) don't go together, unless you turn off smileys.

hermantheowl

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Re: Graboid Nerf https://elementscommunity.org/forum/index.php?topic=8098.msg92611#msg92611
« Reply #25 on: June 15, 2010, 06:52:50 pm »
Just nerf the ELITE shriekers
Beginners need someting fast to beat AI3 with
or give player much easier access to cards (reduce upgrade costs to 250, increse reward for beating AI)

didonko

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Re: Graboid Nerf https://elementscommunity.org/forum/index.php?topic=8098.msg92617#msg92617
« Reply #26 on: June 15, 2010, 06:59:28 pm »
or give player much easier access to cards (reduce upgrade costs to 250, increse reward for beating AI)
Erm, why don't we just remove unupped cards or reverse the system - start with upped and pay to downgrade...
There are other decks to beat AI3.

If we continue we can find any combo OP... Good draw pillarless golem rush. What can stop it if you don't have CC in 2 turns? Fire burckler? When he's going 2/turn and shield is 1/turn? Or snipe? And he won't have gotten deflags? Come on...

Selenbrant

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Re: Graboid Nerf https://elementscommunity.org/forum/index.php?topic=8098.msg92618#msg92618
« Reply #27 on: June 15, 2010, 06:59:59 pm »
I dont see any point in weakening or even removing shriekers.
Shrieker are expensive, so I even dont use them, instead I take 6 Steel golems and 4 quicksands and then 11 Towers are even enough instead of 18 with shrieker.

Puppy, first problem is - Shrieker is the only card in the game you can bring 12 of in your deck.
Hmmm, nope. What about Deja Vu or any creature + Twin Universe or even Fractal?

As for directly comparing such cards, 1 photon is free. Its damage/cost ratio is higher than one of Frogs and Shriekers. Thats where card limits enter play. You get to use 30 damage from 6 frogs. You get to use 60 damage from 6 Shriekers, and 60 damage from 6 Graboids.

10 dmg for 4 quanta is MUCH better than 5 dmg for 2 quanta. It is not the same thing.
Photon has no damage/cost ratio.... maybe you could express it with a limit
lim(1/x); x-> endless  = endless ; but its no ratio ;)

How often do you get all 12 Shrieker out?
The opponent will die long before you are able to play so much of them and if not then its probable because of a shield or anything else that is slowing you down. In that case you wont win anyway I think. If you cant finish it fast with a rush deck you will die, because your opponent is slower, but a better all-rounder.

If there would be such a great difference between Earth and Life rush, they wouldnt be equally fast.
Consider life has Adrenaline and that will give you not only more dmg, but also advantages against freeze and other effects.
In addition you have to wait one turn with graboid, so if you draw it in the turn you would need 4 damage more to kill your opponent you dont even need to play it. Graboid is only really good at the start, because of the 1 turn delay.

Maybe think about wings. With wings no shrieker deck will have any chance to win as soon as wings is in play. Thats already like a passive nerf of life and earth, because you will always have the risk to face wings, without a chance of winning.


I'd like to see the ability cost 2 :time like it was at some point.
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.
In the other thread http://elementscommunity.org/forum/index.php/topic,4031.0.html some people want to nerf Rewind and Quicksands. If we do all this earth rush will be completely destroyed.
Even with just Graboid 2  :time you will be able to evolve the first Grabo at turn three, just too late. Rewinds wouldnt be possible without additional time pillars....

You often fail with rush decks against RoL/Hope and other Rush decks using Supernovas. FG´s are almost impossible with mono rush and even AI5 is hard, because  there will come anything you cant counter before you did 200 damage. You have problems against "timeshields" like permafrost, phase shield, turtle shield too sundials, because they take your only advantage, your fast damage output.
So why nerfing rush decks?

I didnt read all, sorry if I said something again.
Grrrr. 5 additional posts while i was typing, but i dont read them. ;)

Malduk

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Re: Graboid Nerf https://elementscommunity.org/forum/index.php?topic=8098.msg92646#msg92646
« Reply #28 on: June 15, 2010, 07:28:14 pm »
Quote
The point about taking other "more awesome" cards is moot. We're talking about best dmg/cost damage dealers in the game here, and game limit of 6 cards per deck which Shriekers manage to avoid. The ONLY such card! It doesnt matter if YOU want to take 2 or 12 graboids/shriekers. Card itself HAS an option to have 12 of those in your deck, so discussion about which deck can and which cannot take advantage of that is really unnecessary. And every deck that packs both Graboids and Shriekers is disproving your point.
Just because you can do it doesn't mean it's the best. I can make my deck 6x photon, 6x spark, 6x skeleton, 6x dragonfly, 6x leaf dragon, and 6x gnome rider. Just because you can do something doesn't mean it's best.

Taking 6 graboids and 6 shriekers is good for AI3. But otherwise, there's just too many ways to counter it for it to be viable in my opinion. If you want to try and disprove that, go ahead.

The point about taking other better cards is NOT moot. Some decks you only want 3 of a card in your deck even though you can take 6. Taking more than 6 (sometimes a little more like 7 or 8 ) shriekers isn't ideal in most cases.

You're completely missing the point here. Decks are not OP, you cant balance decks. You can balance cards. And all cards are limited with rule of 6 per deck. Except Shrieker. How can I write this to be more clear? You keep arguing that there are better decks than 12 Shriekers. I dont even care if thats true or not.


Quote
About 6 frogs, 6 cockatrice - I dont get what you tried to prove here, but 6 graboids and 6 shriekers is BETTER than life combo. You logic says that since Graboids are better than Shriekers, and Mummy is better than Skeleton, Graboids and Shriekers are obviously balanced when against 6x Mummy, 6x Skeleton?
I was just saying you can essentially have 12 giant frogs too, since elite cockatrices are the same but simply cost 1 more and have two more health.

Graboid = Shrieker
Giant Frog = Cockatrice

6 graboid + 6 shrieker = 12 shriekers
6 giant frog + 6 cockatrice = 12 giant frogs (essentially).
6 mummy + 6 skeleton =/= 12 mummys

I don't think you were following my logic.
Oh, I definitely didnt figure out you're equating cockatrices with frogs. Thats just... I mean, why would you do that?
6 frogs + 6 cockatrice =/= 12 frogs, and 6 mummy + 6 skeleton =/= 12 mummies.

I mean, every creature is the same but simply costs more or less, and have different stats.


On a completely different tangent...

Taking more than 6 of a creature is one of the strengths of a graboid rush deck. However, the fact that it has counters means it isn't OP. If it was the only deck people ran, or all decks had to be altered to account for a shrieker rush, it may be. But it isn't. There's multitudes of counters to it. It isn't OP. The fact that you can take more than 6 is just what makes it a viable deck. It's like saying phase dragons/immortals are OP because they're inherently immaterial. It's a feature of the phase dragon and immortal, and it isn't OP. Deal with it. That's what makes mono aether a good deck. Or immolation decks. The ability to play 7 attack creatures that grow on the first turn make it good; but not OP.
Okay, Shrieker has a counter, and that is enough to not be OP for you.
Its stats are 10|4.
Would Shrieker be OP if its stats are 11|4? What about 13? 15? 26? Is there a line? I mean, counter to it EXISTS AND IS EXACTLY THE SAME - thus not OP in your opinion.
I will repeat: having a counter does not mean balance.


And what you're saying here is not really consistent with what you said before. Here you say taking more than 6 of a creature is a strenght of graboid deck, and makes it viable, up there you said taking 6 of those is a bad thing, and thus not a problem.

Let me take more than 6 of some other card, and you'll possibly have a viable deck around that card. Would that make it OK for that card to not have 6 card limit? I mean, "its the strength of that deck, does not make it OP" - in your words.

didonko

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Re: Graboid Nerf https://elementscommunity.org/forum/index.php?topic=8098.msg92652#msg92652
« Reply #29 on: June 15, 2010, 07:35:48 pm »
What about Hope being immaterial? And Morning glory? That ain't OP... Change cost to 9 or 10  :earth Would that make it more balanced?

Malduk

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Re: Graboid Nerf https://elementscommunity.org/forum/index.php?topic=8098.msg92655#msg92655
« Reply #30 on: June 15, 2010, 07:37:18 pm »
Puppy, first problem is - Shrieker is the only card in the game you can bring 12 of in your deck.
Hmmm, nope. What about Deja Vu or any creature + Twin Universe or even Fractal?
Oh god... I dont want to be rude, but you're arguing just to argue. You can only bring 6 deja vus in your deck, you can only bring 6 TUs and 6 fractals in your deck. Whatever you do, you have 6 cards in your deck, and are more susceptible to bad draws with aether cards, and have another EXPENSIVE element to worry about. If you cant see the difference between Graboid/Shrieker, and multiplying your cards ingame, then we can end the discussion right here.


As for directly comparing such cards, 1 photon is free. Its damage/cost ratio is higher than one of Frogs and Shriekers. Thats where card limits enter play. You get to use 30 damage from 6 frogs. You get to use 60 damage from 6 Shriekers, and 60 damage from 6 Graboids.

10 dmg for 4 quanta is MUCH better than 5 dmg for 2 quanta. It is not the same thing.
Photon has no damage/cost ratio.... maybe you could express it with a limit
lim(1/x); x-> endless  = endless ; but its no ratio ;)
What is the point of trying to be a smartass and derailing discussion to this? What I said stands true. Infinity > 2,5.


hermantheowl

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Re: Graboid Nerf https://elementscommunity.org/forum/index.php?topic=8098.msg92665#msg92665
« Reply #31 on: June 15, 2010, 07:51:21 pm »
 qoute from AI3 farming challenge:

(tested some of the best grinders for 60 minutes each. I skipped spins because the cards you win from spins have nothing to do with how fast the deck is.

Graboids rush: 45 wins, 4 losses, 620 gold
Mono-life rush: 46 wins, 1 losses, 719 gold
Plastiqe's deck: 48 wins, 3 losses, 769 gold
It looks like plastiqe's deck is the best. ) -kintar

It looks like that Graboids is not even the best.
I don't see anyone whinging about Life rush or Golems (plastique's is one of thos golem ones)

PuppyChow

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Re: Graboid Nerf https://elementscommunity.org/forum/index.php?topic=8098.msg92698#msg92698
« Reply #32 on: June 15, 2010, 08:40:43 pm »
What if we kept shrieker but made a new card for graboid to evolve to?
Burrowing Beast | Elite Burrowing Beast (lolname)
10/3, 1  :earth : Burrow. Cost: 7 :earth (when rewound).

Then all our problems are solved! Graboid and Shrieker can no longer be used in conjunction to have 12 shriekers!

Quote
You're completely missing the point here. Decks are not OP, you cant balance decks. You can balance cards. And all cards are limited with rule of 6 per deck. Except Shrieker. How can I write this to be more clear? You keep arguing that there are better decks than 12 Shriekers. I dont even care if thats true or not.
Um, I really don't follow the reasoning here.

A card isn't OP if you can't make an OP deck with it.

What makes up decks? Cards.
"Deck a uses Cards a, b, and c. Cards a, b, and c are OP. Deck a isn't OP." That makes absolutely no sense.

If you're arguing that graboids and shriekers because you can have more than six, you're arguing that any deck that uses more than six is overpowered.

Saying a card is OP but no decks using it are is like saying "this card is OP, but... I can't think of a way to use it effectively. But it's OP, don't you worry."

Quote
Oh, I definitely didnt figure out you're equating cockatrices with frogs. Thats just... I mean, why would you do that?
6 frogs + 6 cockatrice =/= 12 frogs, and 6 mummy + 6 skeleton =/= 12 mummies.

I mean, every creature is the same but simply costs more or less, and have different stats.
If you can't accept that 6 elite cockatrices are essentially the same as 6 giant frogs, then you can't accept that 6 graboids are the same as 6 shriekers. In fact, you could argue that 6 elite cockatrices and 6 giant frogs are much more alike than 6 graboids and 6 shriekers.

Let's explore that.

6 Shriekers:
Cost: 48  :earth
Damage: 48
Ability: Burrow  :earth

6 Graboids:
Cost: 18  :earth
Damage: 12
Ability: Evolve  :time , Burrowed

Now let's look at cockatrices versus giant frogs.

6 Cockatrices:
Cost: 18  :life
Damage: 30
Ability: None

6 Giant Frogs:
Cost: 12  :life
Damage: 30
Ability: None

Now which seems more alike to YOU? I dunno, those life creatures seem to have an awful lot in common...

And if you want to look at one creature at a time:
CreatureTotal Damage Turn 1Total Damage Turn 2Total Damage Turn 3
Elite Cockatrice51015
Giant Frog51015
Graboid21222
Shrieker102030

Quote
Would Shrieker be OP if its stats are 11|4? What about 13? 15? 26? Is there a line? I mean, counter to it EXISTS AND IS EXACTLY THE SAME - thus not OP in your opinion.
I will repeat: having a counter does not mean balance.
At 11, no, but shrieker rush *would* be more powerful which is unneeded. At 13? Yes, I do. At 13 attack for 8  :earth you're getting something that's better than a ruby dragon. You would start to see solely shrieker rushes, more of them than any other decks. An existing single counter doesn't mean it isn't OP; having only one counter would make it OP. But having 10+ counters means it usually isn't. There IS a point, however, that even killing them the turn they go out won't help you. One example of this is something with 20 attack, since it would only take 5 to win.

There's a difference between being over-powered and powerful. Currently, the card is powerful. Powerful enough to build decks around. However, though the decks using them and based on them are powerful, yes, they are on the edge.

Making a shrieker more powerful would be like a charity organization giving a millionaire five more million instead of giving it to the poor laborers. Sure, it doesn't make him a billionaire, but the extra money was unneeded. He already has enough. (In this analogy, billionaire = OP, money = attack power, laborers = cards in need of buffs)

Quote
And what you're saying here is not really consistent with what you said before. Here you say taking more than 6 of a creature is a strenght of graboid deck, and makes it viable, up there you said taking 6 of those is a bad thing, and thus not a problem.
Re-read what I said closer. Taking six of both graboids and shriekers is generally a bad thing, but taking over six shriekers in all (if you count graboids as a shrieker), something like 7, 8, or even 9 can be optimal.

Quote
Let me take more than 6 of some other card, and you'll possibly have a viable deck around that card. Would that make it OK for that card to not have 6 card limit? I mean, "its the strength of that deck, does not make it OP" - in your words.
Well honestly it depends on the card. Having more than six of a fire lance is OP. But having more than six of a phase recluse or giant frog isn't necessarily that scary.




And on yet another tangent...

Using graboids to simulate more than six shriekers is akin to using TU to simulate more than six phase recluses. Graboids aren't the same as shriekers in the deck, right? When you look at the deck screen, are the graboids and shriekers identical? No. TU isn't the same as six phase recluses, correct? When you look at the deck screen, are the phase recluses and TUs identical? No. Do both result in 12 shriekers or 12 phase recluses when everything is said and done? Yes.

Based on your logic, TU shouldn't be allowed to be used on your own creatures because you can then have more than 6 of a creature in your deck. Oh and fractal should be completely eliminated for the same reason.

Tea is good

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Re: Graboid Nerf https://elementscommunity.org/forum/index.php?topic=8098.msg92708#msg92708
« Reply #33 on: June 15, 2010, 08:49:58 pm »
What is up with people wanting to nerf things. Some creatures are going to be better and more used than other creatures. Winning in this game is already hard enough. Why make it harder? So you can see more original decks?

By nerfing all the rush decks, people will go back to being rainbow or RoL/Hope FG farmers and people like you will get frustrated that they are seeing the same deck all over the place.

And for those of you wanting more creatures to solve the problem, make sure the person doing the work is okay with this, or even cares whether it gets nerfed or not. Zanzarino might want to keep them that way because of the whole movie reference thing.

Offline Jangoo

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Re: Graboid Nerf https://elementscommunity.org/forum/index.php?topic=8098.msg92710#msg92710
« Reply #34 on: June 15, 2010, 08:52:15 pm »
I don't see the point of removing Shriekers as standalone cards. People would just replace them with something else. It's not like Shriekers are overly good. 8 for a 10/4 that can turn into an immortal 5/4 compared to 4 for a 6/9. The unupgraded comparison is not as good for Golem but it still doesn't fully support Shriekers being overly better. Antlions aren't bad too. I would definitely not choose Shriekers in every situation.

Graboids are the problem.
Severe nodding here. I totally locked up my shriekers in the closet because they actually suck pretty bad ... golems and antlions perform way better in most situations and give your deck the liberty of adding some fancy stuff because you don't have to pack 16+ towers.

If a nerf does make any sense at all, for me it would be

- making shriekers 10/3
- (or) have grabs enter unburrowed

I think this would make most sense since it does increase the counter-chance. How many times have I thought that 4 HP are kinda unfair because not even a RoF or a low lance will kill that soab ...

On the other hand I see the problem being more that most PVPlers like to play "fast" decks and simply get pissed if they meet a faster deck every now and then. Going more towards shields, healing and critter control bones shrieker-decks pretty bad. But I guess for someone who is used to winning games with e.g. a Destroyer-setup this is not a realistic option, hence the competitor has to get nerfed ...


Selenbrant

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Re: Graboid Nerf https://elementscommunity.org/forum/index.php?topic=8098.msg92714#msg92714
« Reply #35 on: June 15, 2010, 08:54:29 pm »
You can only bring 6 deja vus in your deck, you can only bring 6 TUs and 6 fractals in your deck. Whatever you do, you have 6 cards in your deck, and are more susceptible to bad draws with aether cards, and have another EXPENSIVE element to worry about. If you cant see the difference between Graboid/Shrieker, and multiplying your cards ingame, then we can end the discussion right here.
With 6 TU´s and 6 other creature you have also 12 possible "good" draws with fractal too as long as you get at least 1 of the 6 creatures you want.
If you face a Shrieker rush you even can copy the "OP" Shriekers for lower costs.
And I forgot to mention  that Fireflyquenn/Firefly or Pharao/Scarab are similar to Graboid/Shrieker.

Just an example:
6 Phase Recluse + 6 TU:

7 damage * 6 *2(TU´s) = 84 damage / 60 quanta (if you copie recluse)
7 damage * 6  + 10 damage *6  = 102 damage/ 60 quanta (if you copie shrieker)
7 damage * 6  + 12 damage *6  = 114 damage/ 60 quanta (if you copie a dragon or so)

ratios are: 1,4 ; 1,7 ; 1,9


6 Graboid + 6 Shrieker:

(imagine they get all 1 turn, so graboid only does 2 dmg first turn)
2 damage * 6 + 10 damage * 6 = 72 damage/ 66quanta

(2 turns; graboid first turn 2 second turn 10 =12)
12 dmg * 6 + 10 dmg * 6 * 2 = 192 dmg/ (72 quanta * 2 tunrs) = 96 dmg/ 72quanta

(3 turns)
12 dmg * 6(first turn) + 10 dmg * 6 * 2 * 2(second and third turn) = 312dmg/(72 quanta * 3 turns) = 104dmg/ 72quanta

(not considering that you have a 1 turn delay evolving graboids)
10dmg*6*2 = 120dmg/72 quanta

ratios are: 1,0909; 1,3333; 1,4444; 1,6666 max (limit with infinity turns)

Just compare the ratios.

What is the point of trying to be a smartass and derailing discussion to this? What I said stands true. Infinity > 2,5.
Its not "smartass", its math and I cant allow anybody to devide by 0.
Regardless of that you wont kill anyone with Photons alone and then 2,5 is even greater than "improper infinity".

 

anything
blarg: