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Offline darkrobe

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Re: This game needs more denial elements! https://elementscommunity.org/forum/index.php?topic=32128.msg407402#msg407402
« Reply #24 on: October 10, 2011, 05:38:46 am »
so some kindof rising tide of denial. like a card that for example denies quantum production dependent on how long it has been in play. more turns = less production. something equivalent of mitopests. 1 pest 2 pest 4 pest. etc. it adds an element of excitement to the game when you are racing to lockdown the opponent and they are trying to outpace your denial and kill you

Offline darkrobe

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Re: This game needs more denial elements! https://elementscommunity.org/forum/index.php?topic=32128.msg407404#msg407404
« Reply #25 on: October 10, 2011, 05:44:08 am »
random idea. what about a perm that gives a chance for the opponent to play their monsters to your side of the field. so you are limiting their play cause they have to weight the chance their dragon ends up your dragon. that could be something that is adapted to  :air or  :darkness or  :time etc.

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Re: This game needs more denial elements! https://elementscommunity.org/forum/index.php?topic=32128.msg407462#msg407462
« Reply #26 on: October 10, 2011, 10:33:35 am »
Random chance is usually poor design. We complain enough about RNG with hax shields and card draw. We don't need more of it. A perm that could be saced to take control of a creature serves the same purpose with no randomness
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Re: This game needs more denial elements! https://elementscommunity.org/forum/index.php?topic=32128.msg407763#msg407763
« Reply #27 on: October 10, 2011, 11:41:58 pm »
Random chance is usually poor design. We complain enough about RNG with hax shields and card draw. We don't need more of it. A perm that could be saced to take control of a creature serves the same purpose with no randomness
random is ok...as long its from :entropy

Offline darkrobe

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Re: This game needs more denial elements! https://elementscommunity.org/forum/index.php?topic=32128.msg407824#msg407824
« Reply #28 on: October 11, 2011, 01:41:11 am »
i guess my point was less on the randomness or non randomness of the card but rather a suggestion of a mechanic effecting which side of the field a card is played on, in order to act as a method of control or denial. as far as randomness being an entropy only characteristic, what about fog shield or dusk mantle? i think as long as you can tailor the theme to the element there should be no requirement of entropy for randomness to be involved.

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Re: This game needs more denial elements! https://elementscommunity.org/forum/index.php?topic=32128.msg407846#msg407846
« Reply #29 on: October 11, 2011, 02:53:42 am »
i guess my point was less on the randomness or non randomness of the card but rather a suggestion of a mechanic effecting which side of the field a card is played on, in order to act as a method of control or denial. as far as randomness being an entropy only characteristic, what about fog shield or dusk mantle? i think as long as you can tailor the theme to the element there should be no requirement of entropy for randomness to be involved.
I agree.
Mechanical modifiers like randomness are akin to spices. You only want to use the right ones in the right amounts at the right times.
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Re: This game needs more denial elements! https://elementscommunity.org/forum/index.php?topic=32128.msg410347#msg410347
« Reply #30 on: October 15, 2011, 03:20:35 pm »
It's interesting thinking about implanting a card control or hand control card. It can work, but be carefull!

Offline jmdtTopic starter

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Re: This game needs more denial elements! https://elementscommunity.org/forum/index.php?topic=32128.msg410433#msg410433
« Reply #31 on: October 15, 2011, 06:23:52 pm »
It's interesting thinking about implanting a card control or hand control card. It can work, but be carefull!
Yeah I agree with the second part.  Denial cards either need to be weak or expensive or a combination of the two to be balanced (and not overly frustrate folk).  It'd be really cool to see some powerful but expensive denial like a fractal/miracle type rare that caused the opponent to draw until their hand was full and then discard their entire hand but cost a ton of quanta and drained all of that type.  Along with this, you could have a weak but medium cost creature (0-1 attack, 1-3 hp, ~3-5 cost) that caused the opponent to discard 1 card on attack (i.e. beta dune scorpion). Finally you could have a silence/nightmare 1 use card that made the opponent discard 2-3 cards for a cheap cost.  There are 3 ideas for discard engines that all should be balaneced in practice.  Yes the first idea could possibly deck an opponent, but 5 UG can kill a player and yet they aren't nearly as strong as they seem on paper.

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Re: This game needs more denial elements! https://elementscommunity.org/forum/index.php?topic=32128.msg413441#msg413441
« Reply #32 on: October 20, 2011, 10:52:56 pm »
In terms of denying cards from the players hand, how about a card that reduces the maximum amount of cards you can have in your hand for a few turns?

 

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