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Futur of the game https://elementscommunity.org/forum/index.php?topic=4419.msg43593#msg43593
« on: March 25, 2010, 08:50:24 am »
Hi,

I play this game since some time. My thoughts about it :

- I saw in the forum that rainbow deck would be discouraged, and mono or dual deck encouraged, but I don't see the point, as
many powerful cards are dual colors(one color for the card, another one for the ability), and most dual decks are not enough strong.
- Quantum pillar gives 0.25 of each quantum each turn, so if you want to have more than 3 colors in your deck, it is best to become rainbow.
- New cards are multicols as well (hope is great with FFQ, shockwave seems pretty weak and useless without squid, mummy needs time, etc...)
- The only real good way to beat false god is to have control. Without hourglass, otty, sundial or phase shield, steal, etc it seems really hard !
- If you improve your mono deck, especially pillar, you will not be able to play another color

I think a revamp of pillar would be necessary. Make one single type of pillar. The pillar will only give quantum according to your mark. BUT, make
the possibility to have dual, trial, or anything-al mark. If you have an n-mark, each pillar would give (1+n/24) quantum each turn for example.

And why the mark cost 100 to change ? Make it free ! It would avoid people to stick to the same rainbow deck, ever and ever.
If you prefer a less drastic change, allow pillars/towers to be morph to another type of pillars/towers for free.

Many cards are very difficult to counter : what can you do against an enchanted pulverizer ? or an immortal otty ? the new poisoning shield is a new way to get rid of
immortal creature, it's nice, but there sould be other ways against enchanted permanent/immortal creatures.
Poison is VERY strong against player. Against half-blood, it is very hard when you have 10 poison counter on the 4th turn ! Make new ways to heal or counter the poison effects. Rush games are good against players (but not against HG).

So I think you doesn't need to downgrade good cards, but to make new ways to counter them. So I don't see the point of making new VERY strong cards (like fractal), as this game has very strong and different ways to win already, but no very good way to defend against such ways. I want COUNTER-MEASURES !!! (but fractal and other new cards have a very nice design).

Elemental mastery is good for players with empathic bond, miracle or shards : it is much more easy to gain money with those cards. Perhaps another kind of mastery
should be possible for very quick victory (or anything else) to encourage other kind of games !

Just my 1cent thoughts...

 

blarg: