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Offline nensuruTopic starter

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Quanta cap. https://elementscommunity.org/forum/index.php?topic=45602.msg1028059#msg1028059
« on: January 03, 2013, 05:43:25 pm »
In my opinion it is unfair that darkness and water can not OTK with their bolts, although these elements dont have good cc cards, it would be nice if they had the option to stall.

Raising the quanta cap to 85 would solve this problem.
« Last Edit: January 03, 2013, 06:09:04 pm by nensuru »

Offline whatifidogetcaught?

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Re: Quanta cap. https://elementscommunity.org/forum/index.php?topic=45602.msg1028060#msg1028060
« Reply #1 on: January 03, 2013, 05:46:49 pm »
Why exactly 84? I understand that anything within the 80 range would work, so why not just 80?

I think that it would be a good balancing measure, and it won't make Fire super OP.
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Offline nensuruTopic starter

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Re: Quanta cap. https://elementscommunity.org/forum/index.php?topic=45602.msg1028063#msg1028063
« Reply #2 on: January 03, 2013, 06:08:39 pm »
Quote from: whatifidogetcaught?
Why exactly 84? I understand that anything within the 80 range would work, so why not just 80?

Unnuped :water and :darkness bolt do 2 damage per 10 quanta and cost 3 quanta, the amount of damage is calculated before the quanta is spend.

With 75 quanta cap they do:
75 - 72 - 69 - 66 - 63 - 60
16 + 16 + 14 + 14 + 14 + 14 =
88 damage.

With 84 quanta cap they do:
84 - 81 - 78 - 75 - 72 - 69
18 + 18 + 16 + 16 + 16 + 14 =
98 damage (miscalculated)

With 85 it is possible to otk
85 - 82 - 79 - 76 - 73 - 70
18 + 18 + 16 + 16 + 16 + 16 =
100 damage. (OTK)

Quote from: whatifidogetcaught?
I think that it would be a good balancing measure, and it won't make Fire super OP.

Yes, the only downside i see is that 2 max quanta fire bolts could kill a flying titan, wich is one of the best counters to firestall, but i think that it wouldnt change this matchup anyway.

Offline Odii Odsen

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Re: Quanta cap. https://elementscommunity.org/forum/index.php?topic=45602.msg1028085#msg1028085
« Reply #3 on: January 03, 2013, 07:46:27 pm »
I wish we could buff Drain Life, but it's already balanced, since you get also heal. And Ice Bolt ha a second effect, too. Freeze! Since Fire Bolt doesn't has a second effect, it must make a bit more dmg.

That's the reason why you can't beat your opponent with darkness/water spells I guess.
« Last Edit: January 03, 2013, 07:48:27 pm by Odii Odsen »
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Re: Quanta cap. https://elementscommunity.org/forum/index.php?topic=45602.msg1028094#msg1028094
« Reply #4 on: January 03, 2013, 08:23:27 pm »
I think we need cards that raises and lowers the cap.
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Re: Quanta cap. https://elementscommunity.org/forum/index.php?topic=45602.msg1028146#msg1028146
« Reply #5 on: January 03, 2013, 10:25:02 pm »
I think we need cards that raises and lowers the cap.

Like a "storehouse" type card / effect?
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Offline Dm

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Re: Quanta cap. https://elementscommunity.org/forum/index.php?topic=45602.msg1028151#msg1028151
« Reply #6 on: January 03, 2013, 10:40:26 pm »
I think we need cards that raises and lowers the cap.

Like a "storehouse" type card / effect?

Limitless.

X quanta, X element.

Quanta cap is raised  to Y by X turns.

That'd be nice. =P

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Re: Quanta cap. https://elementscommunity.org/forum/index.php?topic=45602.msg1028183#msg1028183
« Reply #7 on: January 04, 2013, 12:09:41 am »
I think we need cards that raises and lowers the cap.

That was the original suggestion for the aether shard when shards were being designed, a permanent that halved your opponent's quanta pool.  (and had some sort of extra reduction if the owner's mark was Aether)  The problem was that it was too underpowered, at least as a standalone effect.  If it were tacked on to some other card, like, hypothetically, the following:

Creature costing 3 :entropy 2/2, whenever this creature deals damage to your opponent, their quanta cap is lowered by this amount, to a minimum of 10.

Permanent costing 2 :aether, whenever you draw a card, reduce opponent's quanta cap by 2, to a minimum of 10, with the additional ability 1 :time = sacrifice this and draw a card, triggering this effect

I think worked into something else, effects applied to the quanta cap could work, but as a standalone thing, it's just not powerful enough, which is what had been proposed then.  (don't take any stock into the lack of balancing in the above examples; it's just to illustrate the kind of thing I meant)

Offline Onizuka

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Re: Quanta cap. https://elementscommunity.org/forum/index.php?topic=45602.msg1028194#msg1028194
« Reply #8 on: January 04, 2013, 12:30:46 am »
A % chance to freeze and a 1 time healing that is dependent on the creature hp if you use it on it are absolutely crap compared to 1 extra damage.

Most creatures won't have the hp to make the healing worth it--what, are we supposed to only use gravity creatures now to make it worth it?
Along with the chance to freeze, why have a chance when you have a separate permanent, spell, and creature that can freeze, much more efficiently than the bolt.

10 quanta compared to 20 quanta to kill a 5/6hp creature is huge, and the 4 health you get from a 10 bolt and a what, 25% chance to freeze is positively worthless compared to the creature being dead.

Seeing this, fire bolt is obviously better than both these bolts in dealing with creatures.

With the current quanta cap of 75, you can kill a person with 5 fire bolts I believe, let alone needing 6. With the current quanta cap, drain and ice bolt cannot kill on their own. Drain bolt would heal you, but a 3 quanta heal card will heal more than it with full quanta, a stiletto will heal it in 4 turns without an enemy shield, etc. A one time heal of 16 max is useless in the long run which is what you would most likely be doing with 75 quanta. Ice bolt, with more quanta, has the ability to free the enemy weapon. Now depending on the situation, this could be entirely useless (an unupped arsenic vs a tit shield) or could win you the game (freezing an oe vs adrenacrawlers).

Seeing this, fire bolt is better than both these bolts in dealing with the player directly, with ice bolt being better than drain life, but only because of the ability to kill without any other cards.

The amount healed by drain bolt is not enough on creatures, nor on the player. The freeze from ice bolt is not good enough against creatures, and is situational against the player.

Now, 5 bolts for fire to kill a person over 6 isn't that much. All it means is that you can use one on creatures.  Now, if all bolts had the same ability of killing a player without outside help, it would help even the playing field by making firebolt only really superior in dealing with creatures.

tl;dr: make the quanta high enough so that all bolts can kill a player without additional help
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