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Long term updates (immortality, player powers) https://elementscommunity.org/forum/index.php?topic=55120.msg1147481#msg1147481
« on: July 25, 2014, 11:55:06 am »
I posted this years ago, just after the arena had been implemented, but got a fairly anemic response. It's just as true now as it was then, and immortality continues to rankle me every time I play against Lionheart, Morningstar, etc. - how do you all feel about immortality and player powers? The game is certainly mature enough now that I expect people to have robust opinions on the matter.

Posted in 2011:
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I don't come to the forums often so it's possible that this has been argued to death. Sorry about that, but... anyway.

We've just had a major new feature release and obviously all effort for the immediate future is going to go towards tweaking and updating the arena. That's fine, that's as it should be. However, playing against other players' decks these last few days has refocused my attention on a couple things that I think could be done better than they are now. Consider these suggestions for the long term.

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1. Immortality is not fun.

Since I haven't played in the Top 50 category for a long time, and I never play PvP, immortality hasn't been so much of a problem for me. Now though, in the Arena where every other deck is an annoying control deck, use of Quintessence and Enchant Artifact just seems to be assumed. The thing is, that's just not fun.

Consider a player who puts out an Otyugh and throws a Quintessence on it - with only two cards, the entire rest of the game has been defined and there's essentially no recourse for the other player. A Pulverizer is even worse and these are just examples, there are many cards that can dictate how the game plays out if you're unable to do anything about them. Sure, in this example a player who has just the right deck you could possibly shut down their gravity quanta production, maybe, but that's a fringe case. The point is not just that immortality is extremely powerful, it's that you're almost forced to use it yourself or be put at a huge disadvantage. Or, at a minimum, account for it with some defenses in your deck (Fire Shield, Thorn Carapace). The big problem with that, the thing that I really don't like about this, is that it limits creativity in deck construction.

So one solution might be to simply remove immortality, this is rather drastic. What I propose is to make it temporary instead. Consider the following changes:

Quintessence: Functions the same way, but lasts for only three turns.

Enchant Artifact: Same as Quintessence, three turn effect. The only problem here is that this might make Quicksand a little too powerful. There are ways to address this, however. Just for example, a new card - Robust Ecosystem (life): none of your pillars can be destroyed, Robust Ecosystem spawns a 1/1 creature (Peppy Pengolin) every turn. If you don't like that, there are other ways to balance the change to Enchant Artifact.

Phase Dragon: Losses immaterial, but gains the ability Phase: This creature can not be targeted for three turns. (Four turn cooldown.)

Immortal: Remains as-is. This card is weak enough that I don't see it as being too harmful, and permanent immortality is something that could set it apart - it's defining characteristic.

Turquoise Nymph and Anubis: Could adjust their ability so that it's similar to the phase dragon's, temporary with a cooldown, but since the point is to avoid permanent immortality it would need to be arranged in a way that would either not let them target themselves or have a cooldown long enough that they wouldn't be able to maintain immortality on both themselves and another creature. Maybe something like "Grants Immortality for two turns and Frailty for three (can not be targeted by Immortality while Frailty is in effect)."

Immaterial shields I'm okay with - that's part of the point of those particular shields and it doesn't feel overpowered. Morningstars are fine as long as they're not flying... This is debatable, but my fix in this case might be to give Morningstars immortality for three turns after they're flown, then have it wear off after that.

----------------------------

2. The additional abilities that you can take advantage of when building your arena deck are great, things like dexterity and the increased mark allow for builds that just wouldn't have been viable otherwise. Dexterity in particular - I often feel like any deck that doesn't include either Hourglasses or Mindgates is underpowered for longer games. You're just not bringing in the resources that a deck containing those would have.

Building creative decks is where most of the fun is so I'd really like to have some access to those abilities in my non-arena deck, but obviously that needs to be done in a way that won't unbalance things too much and that means trade-offs. You can draw an extra card per turn, maybe, but that means no mark and possibly some reduced life. Something along those lines.

Ultimately, doing this at all, even with the trade-offs, would mean increased power for players. This is partly just because increased ability for specialization always leads to some advantages, and partly because we don't currently have much to trade in for the added abilities. By no means do I think that players should have powers approaching that of the arena decks, but some increase would be great for the added versatility.

Now, for implementing this, what I'd like to see is gaining these powers through additional quests. It's been a long time, but I remember really enjoying those when I was starting out. This would also give some opportunity for different kinds of challenges - in one quest you might need to beat some enemies with a triple mark and while drawing two cards per turn, but without the ability to place any pillars or use any Supernovas. Just as an example.

----------------------------

Anyway, those are my two suggestions for the future. It's mostly about deck building versatility - I feel like I've had too many good deck ideas squashed because I need to fill them with hourglasses or dedicate too much to accounting for immortality.

Offline Submachine

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Re: Long term updates (immortality, player powers) https://elementscommunity.org/forum/index.php?topic=55120.msg1147484#msg1147484
« Reply #1 on: July 25, 2014, 12:03:12 pm »
You shouldn't have waited for this long. Now the developer is lost somewhere on Miami Beach. :/
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Offline omegareaper7

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Re: Long term updates (immortality, player powers) https://elementscommunity.org/forum/index.php?topic=55120.msg1147506#msg1147506
« Reply #2 on: July 25, 2014, 03:55:35 pm »
Yes, take away phase dragons immortality and open up for PU spam. Cheap 8 damage creatures that are durable AND make themselves invincible.

Really though, as I have heard, phase dragon had immaterial added as a nerf because PU spam was crazy good with it.
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Offline shmuckTopic starter

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Re: Long term updates (immortality, player powers) https://elementscommunity.org/forum/index.php?topic=55120.msg1147558#msg1147558
« Reply #3 on: July 25, 2014, 09:01:31 pm »
Yes, take away phase dragons immortality and open up for PU spam.
Totally okay with this. Really though, if a single card combination is prohibitive then it's easy enough to tweak it to the point where it isn't overly abusable.

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Re: Long term updates (immortality, player powers) https://elementscommunity.org/forum/index.php?topic=55120.msg1147598#msg1147598
« Reply #4 on: July 26, 2014, 12:58:18 am »
Yes, take away phase dragons immortality and open up for PU spam.
Totally okay with this. Really though, if a single card combination is prohibitive then it's easy enough to tweak it to the point where it isn't overly abusable.

Phase dragons originally were not immaterial. The card combination omega pointed is what led to the dragon being immaterial (it is actually weaker as it is now). The problem is entirely phase dragon and PU being in the same element. The only way you could solve it is reducing its attack, but them you have a dragon that is borderline useless when compared to the others.

Quote
Immortal: Remains as-is. This card is weak enough that I don't see it as being too harmful

« Last Edit: July 26, 2014, 01:01:21 am by andretimpa »
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Re: Long term updates (immortality, player powers) https://elementscommunity.org/forum/index.php?topic=55120.msg1147599#msg1147599
« Reply #5 on: July 26, 2014, 01:03:15 am »
Not that aether particularly needs PU dragons, given all the other things they have, but the same element argument is ludacris, especially with the quanta stability pendulums make possible. If Phase Dragon is weaker than every other dragon PU is commonly used on, this is a non-issue - which it would be, even if you lowered cost by one and raised attack by one.
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Re: Long term updates (immortality, player powers) https://elementscommunity.org/forum/index.php?topic=55120.msg1147628#msg1147628
« Reply #6 on: July 26, 2014, 09:16:55 am »
The problem is not the attack of the dragon by its cost, but the attack of the dragon by the price of a PU (8 for 7 and 10 for 6). Just using one quanta type will also give you the quanta to play the first dragon in half the time you'd get using only pendulumns and an off-element dragon.

If yo start your attack early (instead of accumulating PUs) it also doesn't matter from a quanta type point of view if you topdeck a dragon or a PU.
« Last Edit: July 26, 2014, 09:18:48 am by andretimpa »
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Offline shmuckTopic starter

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Re: Long term updates (immortality, player powers) https://elementscommunity.org/forum/index.php?topic=55120.msg1147645#msg1147645
« Reply #7 on: July 26, 2014, 11:43:39 am »
The only way you could solve it is reducing its attack, but them you have a dragon that is borderline useless when compared to the others.

Well no, of course that isn't the only way you could address this. There are tons of ways. The simplest way: make it so that phase dragons can't be duplicated. There. It's a bit of a cop out, but problem solved. Or you could be a little more creative with it - lets say that the ability phase has a secondary feature that spawns a new creature, a phase imp, when the creature with phase is targeted by certain spells, instead of the standard effect of that spell.

Like I said, if the problem is just one abusable combination then addressing it is easy.

Your point about the shard of wisdom is good though, it was added after I originally wrote that spiel. Since the shard of wisdom is closely tied with immortality, any change to immortality would have to go along with a change to the shard of wisdom... I'm not sure what form that would take. Stripping immortality from the target? That would give the shard some greater versatility.

Offline allembrande jackson

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Re: Long term updates (immortality, player powers) https://elementscommunity.org/forum/index.php?topic=55120.msg1168715#msg1168715
« Reply #8 on: November 28, 2014, 06:27:28 pm »
I am really confused by Immortality.

What effects can affect immortal cards?

Immortals (an Phase Dragons et. al.) cannot be targeted by specific spells, but they can be targeted by Shard of Wisdom...
Immortals cannot be targeted by area effect spells, but take damage from fire shield?

I find this inconsistent and confusing.  Why can't immortality simply make the immortal creature (or artifact) untargetable by specific target cards (including SoW and PU), but allow them to be affected by area effect spells.  Otherwise, there sould be a distinction between:

Immortal (cannot be targetted specifically, in line with the theme of Aether)
Indestructible (can be targeted, but can never be destroyed or damaged)

This would clear up confusion, and make the stupid immortal SoW stack go away.
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Re: Long term updates (immortality, player powers) https://elementscommunity.org/forum/index.php?topic=55120.msg1168720#msg1168720
« Reply #9 on: November 28, 2014, 07:10:23 pm »
the only creature truly invincible is a creature with momentum and immortality. So far, theres no way to remove immortality (although you can use SoW on immortal creatures, momentum or not). The game looks at it as a kind of indirect damaging;if your creatures attack, the shield is just doing what it was designed to do, since the shield isn't ignored.
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Re: Long term updates (immortality, player powers) https://elementscommunity.org/forum/index.php?topic=55120.msg1168756#msg1168756
« Reply #10 on: November 28, 2014, 11:13:13 pm »
I see that, but its still inconsistent. 
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