Gemini is going to be so powrful with this.Assuming he gets it of course.
Does anyone feel this could give Gravity a chance to make some powerful rush style decks?Yes, actually, that was one of my main thoughts. I won't know how practical it is until tested, but once the combo is set up it work as fast as any growth-based rush. Of course, it might take a little longer to set up, I don't know yet...
Thanks everyone, the first thing I did on the forums finally comes to light :DO_O!!! Didn't think of that! With overdrive, +6 per turn? :o
I'm looking forward to seeing this with voodoo doll...
I'm literally shedding tears. Finally Gravity is receiving the attention it deserves.It does, but as long as the game is damage oriented, Gravity will have a hard time competing with other elements. Take this card of example. Obviously it's useful with most of the gravity creatures, but.. it still works better with Voodoo.
Crazy synergy with adrenaline.Just in one turn. After that the increase is slow. Also, we do not know if the skill will work 4 times or only in the first and last attack, like other nerfed skills.
O_O!!! Didn't think of that! With overdrive, +6 per turn? :o+6? Has Zanz been in chat?
by the way, do y'all like my new profile pic? :D
Not really +6, it's +4 with an added 2 damage each turn.O_O!!! Didn't think of that! With overdrive, +6 per turn? :o+6? Has Zanz been in chat?
by the way, do y'all like my new profile pic? :D
I think the Acceleration growth (+2/-1) should be slower than regular growth of Lava Golem (+2/+2), Spirits(+2/+2 or +2/0).Ehm, in one case you pay with quanta, in other you pay with hp. What is broken about it?
I would say: More risk = faster growth. Gravity has creatures with high HP, the HP payment could be only a little disadvantage for high HP creatures and in games with normal length.I think the Acceleration growth (+2/-1) should be slower than regular growth of Lava Golem (+2/+2), Spirits(+2/+2 or +2/0).Ehm, in one case you pay with quanta, in other you pay with hp. What is broken about it?
I would say: More risk = faster growth. Gravity has creatures with high HP, the HP payment could be only a little disadvantage for high HP creatures and in games with normal length.Still it's a two card combo. Don't compare it to a single card. While you play your Over driven Armagio, someone else will have a Blessed Pegasus.
Has anyone thought about Guardian Angel+ Acceleration? +2 atk and healed right after, or every turn necessaryAcceleration removes heal ability.
More importantly, has anyone thought of the fact that this is finally a good use to put Graviton Guards to? :)They were already in good use in my hands... fractal guards, gravity pull usage, cheap attacker/fodder, etc.
Again meh. I like a lot of the recent new cards but these two ... meh.Begging to differ.
Acceleration seems like it would be useful and all that but again it is giving Gravity something that really belonged to Fire until now with the attack-growth ... and it's been given the ability in such a way that now Gravity is actually better at attack-growth than Fire (rather than having a weaker version or something).
meh.
Zanz is thinking about making it +4/-2? If so, it will be even more powerful.No, Overdrive (upped) already is. It's quite overpowered. You can try it out in trainer, as I've mentioned.
Besides, Fire's growth cards are single cards. This is a two-card combo. Really, what this makes Gravity master of is buff cards -- it's the only element to have two (Momentum and Acceleration).Acceleration can be used as CC or as buff, just like Liquid Shadow, and Nightfall is only a buff. As I see it, Darkness already has 2 buff cards.
Remember Steam Machine?Steam Machine is a Water card, but it grows with Fire. As do Fire Spirit and Fireeater. Lava Golem is a Fire card as well. Forest Spirit is the only exception to the needs-Fire rule.
Another card :aether can do nothing with. Awesome.TU much?
Mitosis does those two in one step. Who would take :aether as secondary element now :)Another card :aether can do nothing with. Awesome.TU much?
Oh and Lobotomize can let you keep creatures alive once you've grown them to a point you like.
Again meh. I like a lot of the recent new cards but these two ... meh.Well would you look at this guys, I'm agreeing with Sir Valimont! (I admit, it probably would be pretty cool to have you on my side of any argument)
Acceleration seems like it would be useful and all that but again it is giving Gravity something that really belonged to Fire until now with the attack-growth ... and it's been given the ability in such a way that now Gravity is actually better at attack-growth than Fire (rather than having a weaker version or something).
meh.
^^This. Don't forget that Acceleration is an active skill, which means no Momentum, no Devour, no Vampire, no Dive -- it's sole purpose to to make gigantic vanilla creatures cool.Oh really? Momentum can be combined with other skills, including Overdrive.
There are abilities that are inherent to each element; and that identify those elements. In each case there is a "potion" card within that element which works as a creature enchantment to endow that ability. This is the main difference between an element's inherent ability and a creature which shares some qualities of another element. Yes, Anubis has the ability to make other creature immortal, but immortality is an Aether skill, not a Time skill; logically Aether is the controlling element with the card Quintessence that can render anything immortal regardless of its element.To me, fire is all about destroying anything in its path with no regard for safety, even its shield is meant for offense. Growth abilities do not inherently belong to and define fire, life and gravity already had them in the first place.
Consider:
Life: Adrenaline (Green Nymph)
Gravity: Momentum (Charger)
Earth: Basilisk Blood (Auburn Nymph)
Darkness: Liquid Shadow (Vampire, Dagger, Black Nymph)
Light: Luciferin (Ray of Light, Hope, White Nymph)
What if a new card were invented that enabled a creature to put another creature in a Time Bubble? Clearly that card should be Time-based ... not Life-based for example.
Fire is the element of gradual growth. Cards like Lava Golem, Fire Spirit, Fireeater, Rage Potion, Red Nymph all attest to this fact. Now a growth enchantment is invented for a non-Fire element ... it just seems wrong to me. I don't think the card is unbalanced -- I just think that thematically Gravity is the wrong element. Yes, independently it makes sense for this TYPE of ability to exist for Gravity since "Acceleration" is a Gravity-like concept. And it's certainly USEFUL given the makeup of Gravity creatures (heavy and slow). Nonetheless in the current context of the game this card takes away some of the "culture" of Fire and re-assigns it ... and I'm not a fan of that.
Just wondering...It becomes 11/0, hits for 11, then dies.
Lets suppose I play Overdrive (+4/-2) on, hmmmm, Phase Recluse. What happens? It attacks as 7/2, and after the attack it becomes 11/0, or it becomes 11/0 and attacks? Supposing if gets +4/-2 after the attack, it dies instantly, or after attacking as 11/0?
Thanks to anyone that answer, I went to the trainer but didnt find the card.
I've been testing this card out in the trainer. Not bad with voodoo dolls, but it could still use a buff. I'd suggest changing the element to fire and rename the card to enrage (unupped) and 'berserk' or 'berserker' (upgraded). The artwork could also be redone. As it stands, the card stats seem to fit more with reckless strength than blinding speed. And besides, what does gravity have to with quickness, wouldn't that be an air trait?
Gravity elementals deal with mass and size; their ability to accelerate objects makes them formidable enemies.
Gravity elementals deal with mass and size; their ability to accelerate objects makes them formidable enemies.Perhaps my physics isn't up to scratch, but how does mass or size "accelerate objects"? The reverse of gravity is simply weightlessness is it not? Where is this increase in speed coming from? If you look at something like 'momentum' or 'unstoppable' you can see that this card was designed to break through shields through the sheer weight of the creature, not its speed. Nearly all gravity creatures have heavy defense, with the exception of Elite Charger (though it has momentum to compensate). The only creature that can increase its attack power is the Graviton "Firemaster" (using fire obviously). Look at the concept art for these creatures: "Massive" Dragon, clear enough; Elite Armagio is built like a TANK; Graviton Guard is wearing HEAVY armor; Titan, 'nuff said. Getting heavier does not make you faster. But let's suppose gravity is making creatures lighter instead, should that increase speed or should it grant creatures gravity-defying abilities like flight? It seems to me that it's the latter. Overdrive doesn't fit with any other gravity concept that I'm aware of. Reviewing the comments, I think Sir Valimont had it right. This is an unprecedented change to the game mechanics.
Change happens, why not let it?I'm happy to see changes in the game, but I hesitate to call this a "new" change. What's unique to fire is that it has the most aggressive attack, but the weakest defense out of all the elements. Likewise with gravity, it has the highest defense, but the most moderate attack power in the game. That's the distinction as I see it. It's an aesthetic decision to borrow themes from other elements. Gaining life makes sense for light and life cards; they complement each other. Fire and gravity are close, but not that close; not as close as earth say. The creatures and cards specific to each element should have defining features otherwise there wouldn't be much sense picking one element over any other. The game becomes diluted this way. While it isn't a significant point right now, with this particular card, it will have an effect overall and in the long-term. I'd much rather see more element specific changes like quintessence, bonewall/graveyard/soul catcher, antimater, mutation, miracle, etc. etc. All of these provide something unique to each element. This still leaves plenty of room for other abilities that could be shared between two or more elements, like life gain or spell damage. However, a card like overdrive just doesn't seem like it should be one of these. In a way, it sorta kills rage potion, which was supposed to be fire's unique alchemy card. Now it's made redundant. That's about all I have to say on this topic. Hope this card makes it into the game soon, in whatever form.
a=G*M/r^2.Quote from: In Game Description of GravityGravity elementals deal with mass and size; their ability to accelerate objects makes them formidable enemies.Perhaps my physics isn't up to scratch, but how does mass or size "accelerate objects"?
I'm happy to see changes in the game, but I hesitate to call this a "new" change. What's unique to fire is that it has the most aggressive attack, but the weakest defense out of all the elements. Likewise with gravity, it has the highest defense, but the most moderate attack power in the game. That's the distinction as I see it. It's an aesthetic decision to borrow themes from other elements . Gaining life makes sense for light and life cards; they complement each other. Fire and gravity are close, but not that close; not as close as earth say. The creatures and cards specific to each element should have defining features otherwise there wouldn't be much sense picking one element over any other. The game becomes diluted this way. While it isn't a significant point right now, with this particular card, it will have an effect overall and in the long-term. I'd much rather see more element specific changes like quintessence, bonewall/graveyard/soul catcher, antimater, mutation, miracle, etc. etc. All of these provide something unique to each element. This still leaves plenty of room for other abilities that could be shared between two or more elements, like life gain or spell damage. However, a card like overdrive just doesn't seem like it should be one of these. In a way, it sorta kills rage potion, which was supposed to be fire's unique alchemy card. Now it's made redundant. That's about all I have to say on this topic. Hope this card makes it into the game soon, in whatever form.I disagree.
And rage pot is still effective. +2|-1 is slower than +5|-5 (I disagree with Overdrive, as I said), and you can't stack Accelerations. But Rage pot will be less popular between Gravity decks because of the fact that a mono is more stable than a duo.Also, rage pot is more effective if you're using it as CC (unless you're just trying to lobo)
upped version of the card beats upped version of rage tho...Upped seems OP, IMO. Dunno how to fix it, since making it give +2|-1 and cost 1 :gravity sounds odd...
in mere two turns, OD provides more attack and less hp loss...
upped version of the card beats upped version of rage tho...dont think that this is a problem:
in mere two turns, OD provides more attack and less hp loss...
It's pretty fast, but it's not fast enough to be OP...if this card makes it into the game in its current form
I admit it's very, very, good, but not quite to the point where it's broken.
I'd like to hear why you think it's so OP when you claim it is...
To be honest, that's not very helpful :xIt's pretty fast, but it's not fast enough to be OP...if this card makes it into the game in its current form
I admit it's very, very, good, but not quite to the point where it's broken.
I'd like to hear why you think it's so OP when you claim it is...
u will see why in war 4...
as I remember the skill of voodoo doll can't be lobotomized, that's why liquid shadow work on it.As i know, of the passive skills, only momentum can be lobotomized.
Has anyone thought about Guardian Angel+ Acceleration? +2 atk and healed right after, or every turn necessaryI thought this will cause unhealable damage (as in decrease max hp of the creature instead of damaging it).
As i know, of the passive skills, only momentum can be lobotomized.But acceleration is active, just than an automatic active, like vampire or bioluminiscence.
I guess, it is more like a question of balancing, whether lobo would work on this or not.
Dont see any uses that i would really call OP...nice, useful and strong. yes. but thats to expected from new cards :)Errr, growing 4 atk per turn without any major drawback (because -2 hp in GRAVITY is less important than in other elements) seems pretty much the reason... Is the fastest growth along with steam machine, wich also needs 2 :fire to work, and if freezed, it loses atk (with Overdrive, frozen creatures keep growing).
well, thing is about ODHave you actually tried using it? Have you actually played against it? Aether doesn't lend to strong combinations with this as no Aether creatures can survive. You can attempt to Quint and Momentum a creature, but it won't survive long enough anyways; only an Armagio or a Titan truly has the HP to make a long term effect. Also Reverse Time eats this for breakfast. Try running an Overdrive deck. Its strong, but any deck using it is no stronger or faster than a speedbow.
let's look at gravity/earth or gravity/aether or gravity/water
all of them can stall very well with BB/gravity shield. dim shield, freeze and ice shield
now, with this card, with just a few turns of stall, u end up with something like 21/15 armagios... with just a couple more, u won..
in duos with water and aether, u can lobo the effect when ur armagios are about to die too (assuming ur opponent survive long enough), so they stay alive, with uber attack...
u can also go aggresive in combination of fire, explosions help a lot against stalls and lobos, all the CC would help against mind flayer too, not to mention rage pots to speed up the growth...
keep in mind that gravity also has momentum, and that would also be very nice
Seconded. Yes, I tried it.well, thing is about ODHave you actually tried using it? Have you actually played against it? Aether doesn't lend to strong combinations with this as no Aether creatures can survive. You can attempt to Quint and Momentum a creature, but it won't survive long enough anyways; only an Armagio or a Titan truly has the HP to make a long term effect. Also Reverse Time eats this for breakfast. Try running an Overdrive deck. Its strong, but any deck using it is no stronger or faster than a speedbow.
let's look at gravity/earth or gravity/aether or gravity/water
all of them can stall very well with BB/gravity shield. dim shield, freeze and ice shield
now, with this card, with just a few turns of stall, u end up with something like 21/15 armagios... with just a couple more, u won..
in duos with water and aether, u can lobo the effect when ur armagios are about to die too (assuming ur opponent survive long enough), so they stay alive, with uber attack...
u can also go aggresive in combination of fire, explosions help a lot against stalls and lobos, all the CC would help against mind flayer too, not to mention rage pots to speed up the growth...
keep in mind that gravity also has momentum, and that would also be very nice
Fractal is not a good card to compare, because fractal is now balanced. If it weren't balanced, it would have been nerfed more.Even Zanz can make mistakes when nerfing, so we don't know FOR SURE if Fractal is actually balanced... And both Cremation and Fractal are quite broken/OP (a little), since they're part of like every strong deck out there (Nova too), and they all have counters (Black Hole/Nightmare+Neurotoxine/Black Hole again), but that doesn't make them balanced...
The point I was trying to make earlier is that I would much prefer if this card used a different mechanic from the one already used by different elements, because it takes away from those elements' uniqueness.
Consider a card that gives +0 attack on the first turn you use it, then +1 attack the next turn, then +2 attack the next turn, and so on. All of these bonuses being temporary, not accumulated. That is the type of mechanic that would make sense for an "accelerating" creature under Gravity and not rob Fire of the specialness of growth.
I feel like this is too slow to be a rush, because all the cards die after a couple turns, cost too much, or start too low. Like Graviton firemaster isn't good for rush because it has 0 starting attack. Neither is armagio/ acceleration. don't even talk about duo because it is slower.check my posts here...
I feel like this is too slow to be a rush, because all the cards die after a couple turns, cost too much, or start too low. Like Graviton firemaster isn't good for rush because it has 0 starting attack. Neither is armagio/ acceleration. don't even talk about duo because it is slower.If you're talking about Acceleration, Graviton Guard is awesome with it. If you're talking about Overdrive, then you're talking about upped decks, at which point (with Towers) Armagio is fast enough to be quite good as well.
Consider a card that gives +0 attack on the first turn you use it, then +1 attack the next turn, then +2 attack the next turn, and so on. All of these bonuses being temporary, not accumulated. That is the type of mechanic that would make sense for an "accelerating" creature under Gravity and not rob Fire of the specialness of growth.Speaking from a flavor point of view, you can view a creature's attack as a change in the opponent's life over time. A change in this attack = change in change = acceleration
idk if said before but a trio with steam machine and overdrive would be epic after the 4th turn it would be a 32/somethingIt'd only be 16/7, since overdrive gives +8/-4 in 4 turns, and you can't use the ability anymore
I don't think anyone is doing that, doublecross. In fact, I don't plan on using Acceleration/Overdrive either way; it's just not my thing.a lot of other combinations don't have as good of stalling as these combinations do..
But it does bug me that this card wasn't demonstrably better than anything currently in-game, and it's getting nerfed because some people are making claims that they are literally incapable of substantiating. The OLD Overdrive wasn't necessarily in the top 50% of all cards -- so why make it any worse?
New version: Cost adjusted to 3/3upped. Upped version gains +3/-2 per turn instead of +4It was a card Gravity was needing a lot, even because its a slow element. Now you just killed the card. Another weak one just for the collection. 3 quanta for +2/-1? Honestly, no use.
Discuss.
Yup. In chat, everyone was all like "this is OP with Steel Golem" and "This is OP with Armagio" -- but no one ever addressed the fact that there are several other consistent two-card combos that deal lethal damage to the opponent noticeably faster than Overdrive + any given high-HP creature. I simply haven't seen anyone produce any real numbers that demonstrate that this change was necessary in any way.I wouldnt say it better myself. Whats wrong if Gravity can have a good combo? Steam Engine alone can get +4/0 per turn. Ok, 2 quanta types, but just 1 card.
So what does everyone think about making the upped version +3/-1 instead of +3/-2? If it's the speed y'all were worried about, that reduces the speed but still keeps the upgraded version distinctly better than the unupgraded version under all circumstances.I'll take +3|-1 instead of +3|-2, but I actually preferred the old version.
So what does everyone think about making the upped version +3/-1 instead of +3/-2? If it's the speed y'all were worried about, that reduces the speed but still keeps the upgraded version distinctly better than the unupgraded version under all circumstances.Sounds great to me. I think upgraded cards should always clearly outrank non-upgraded cards. (that's what I don't like about nova, wich is still a great card)
essence's idea is good
(a little worried about stalls, but it's nice)
You should stop overestimating stalls + acceleration idiot. (no offense, it's just that that's your name...).Seriously, if a stall takes that long, you've probably lost control of (and likely lost) the game long ago. Acceleration/Overdrive won't change that at all.
It's not like with the introduction of acceleration, stall decks will rock our world. You've made your point, no need to repeat it every page. (so let's please drop it ;))
I'm so disappointed, i loved the +4/-2 version of overdrive, worked great on voodoo dolls... oh well looks like no cool cards will be adding to game, everyone is so worried they might actually bring new interesting decks...now its even better, you get far more attack overtime. and it can still work with voodoos.
you could've at least let them in the game for a while to really test them out and if they were really OP nerf them then...
I'm kinda new to the game and i'm already a bit bored with always the same decks...
no cool new cards allowed... :(
"no cool new cards allowed..."Why do you think this card was so powerful before the nerf? I believe coinich has a point. What are you doing while your opponent stall the game and use this to grow his creatures? Nothing? Ahhh, you are using a pure rush deck, like frogs, cockatrices... so you would possibly lose to any stall deck.
actually, the rule is, no OP cards allowed... besides, if you want fun, why not create your own decks... in my spare time, I tend to think up new strategies, new decks, and so on, even without a computer, and it always keeps me entertained for about half an hour...
also, with the amount of decks made by the community, if you got the cards, go try them, it's fun too...
join some PvP events, they can be fun, as well as rewarding...
I suppose that you are too new to possess much electrum... no?
well, go look in the newbies guides... there you can find how to get rich...
[/off topic]
Talking about stall, Steam Machine is from Water, the element with the most powerful stall arsenal. It gains +4 attack / turn, without lose HP, so even with a gigantic attack, you will still have problems to kill it, because it has 15, oh, yeah, 15 HP. Fire quanta, yeah. 2 types of quanta, but in just 1 card. Just put a fire quanta card (Tower, Cremation...) instead of the Overdrive card, or even better, put a SoR instead. Doesnt it worries you? Oh, I bet Steam Machine is crushing the PVP metagame.
And so you're complaining about a card that gives stalls more power?meh.... nobody gets what I am saying...
I'm confused.
the effect rly isn't why I don't like the original version...I suppose your Elements experience will get less monotone. How many Gravity decks are you seeing in PVP2 lately?
the fact that it would be in almost every gravity deck is what concerns me...
almost all fire decks are crowded by cremation...
water decks with either octopi, or permafrost...
rainbows with SN...
I rly don't like elements to turn monotone... last week's tourney (which I won, yay) was filled with SN bows... and a lot of matches came down to luck... I rly don't like that style of gaming... I go into PvP2, all i find is SNbow, cremation deck, PSNbow... just a lot of rushes... it's gets boring...
The two main points I see TII making are that stalls will benefit greatly from Acceleration, and that mono-Gravity decks will use it in just about every deck from now on. I couldn't agree more, but I don't see it as a bad thing.thank you for understanding what I am saying...
There are many outstanding stall cards in Elements that can be combined to make a stall deck. The big question mark surrounding these decks is the win condition. Acceleration provides a very good option that lends itself to stall types very well. It isn't the only option, however (Golem, Machine, Dune Scorpion, etc.).
Mono-Gravity decks will use Acceleration a lot. However, I believe this to be so because of Gravity's otherwise shallow card pool instead of Acceleration's power level. Additionally, it's a brand new card! People are very predictable and will go for the new, shiny toy far more often than the one they played with for the past year.
(http://img251.imageshack.us/img251/9534/acceleration.png)(http://img713.imageshack.us/img713/4528/overdrive.png) (http://elementscommunity.org/forum/index.php/topic,10924.0.html) | |
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(http://imageplay.net/img/m7Gbd123773/Acceleration.png) (http://POOF) (http://elementscommunity.org/forum/index.php/topic,19731.0.html) |
That's the original card idea, not the actual card.oh. phew...
Overdrive has changed in trainer. OP Updated.I guess the upped one is +3|-1... Cool :D
It's now +3/-1, and it's entirely awesome again. :)
Overdrive has changed in trainer. OP Updated.:)
It's now +3/-1, and it's entirely awesome again. :)
Entirely awesome?
I still prefer very very VERY much the initial version.
1) Gravity is a slow element, so I would prefer +4 att bonus. I would also like it, but it seemed OP
2) The -1 def makes it much more viable to play in other decks, with any creature, so its no more oriented to the gravity high HP theme, that I think was the original purpose of the card. true Also, even with high HP creatures, its now more related to stall decks; the att grows slowly, but the benefit for each turn (in terms of att gain / HP loss) is 3/2 compared to the +4/-2 version (more turns to stall, the better). However, the card is now almost useless as CC. So, I would prefer it more Gravity oriented, in a rush way that Gravity needs, and more versatile. sounds good, but the problem was that +4|-2 was too much growth for free (because for an armagio -2 hp is meh)
3) why should this cost 4?!?!?!?! it had many versions, but +4 per turn for 2 :gravity is overkill (as I said, high hp creatures laugh at the -2 hp) From +4/-2 costing 2 to +3/-1 costing 4? it had lots of buffs/nerfs, for the sake of balancing the game Affffff. Still just a medium card. And why +2/-1 cost 3, when ablaze skill gives +2/0 for 1? ablaze costs 1 each turn, but I agree that the unupped is better at 2 :gravity
Am I the only one that prefer the original? Just make the orignal Overdrive cost 3 and its perfect. I still prefer the new one
Sure, Krathos, +4/-2 seems OP. It seems, but it is? Like pointed before, Steam Machine + SoR is also +4 att per turn, and with no loss of HP. Why is this different? Because SoR is a pseudo-rare? please don't say this, rarity is an imbalancing factor, not a balancing one I agree that -2 HP is nothing to an Armaggio, but again, whats the opponent doing? How many ways there are to stop the combo? BB, Lobotomizer, Eternity, Rewind, Congeal, Liquid Shadow, Mutation, to list some. This not considering shields. This not considering healing, quanta denial and other strategies. The combo can be awesome, but can be stopped by many cards, and its slow at its start, so I doubt it will even be near the better rush decks we already have.You got a point. But the problem is that MONO Gravity has OD, high hp creatures (Armagio, Dragon and Titan) and momentum, which can deny shields. Also stunning effects (freeze, delay) don't stop the growth, while Steam machine lose atk when ungrown... For balancing issues, any awesome skill has to have its drawbacks. Steam machine loses atk every turn, but OD makes you lose hp... in a mono with the element of higher hp creatures.
I just think there is no reason to have a medium powered card, weaker, slower, less versatile, less oriented to its theme, with no reason. Where are the decks to be so feared? If it changes the metagame like Fractal, instead of just making Gravity a possible option, lets talk about whats OP and nerf. Its what I think.
You got a point. But the problem is that MONO Gravity has OD, high hp creatures (Armagio, Dragon and Titan) and momentum, which can deny shields. Also stunning effects (freeze, delay) don't stop the growth, while Steam machine lose atk when ungrown... For balancing issues, any awesome skill has to have its drawbacks. Steam machine loses atk every turn, but OD makes you lose hp... in a mono with the element of higher hp creatures.When you say Armaggio, OD and Momentum, its a 3 card combo, its supposed to be powerful. I just remember the Otyugh + FFQ + Fallen Druid + Boneyard + Bone Wall combo, lol, although its not a comparison. Momentum really can deny shields, but shields are just one of the strategies avaliable for defense. Will it really be used with OD? Or people will prefer Otyugh, for example? Or Black Hole? Or Gravity Pull? Just saying Gravity has a card to deny a strategy doesnt really make the combo better. This because today most decks doesnt really rely on shields, I think. Beyond that, just to point, use of OD on Titan would require another card (animate weapon), so its a harder combo. Dragon is expensive, so the combo is slow. I think the biggest potential of this card, in fact, is with Voodoo Doll, although Armaggio would also be a good target.
Even though, it can be balanced, since I've never tried it in PvP.
I havent tested, but I think it reduce creature max HP, and so no healing possibleNot the case. Like Rage Pot, while the card says -1 HP, it actually simply deals 1 damage per turn, much akin to Liquid Shadow only without the cool icon. :)
When you say Armaggio, OD and Momentum, its a 3 card combo I meant that you can add both OD and momentum in any Duo, since they're from the same element, its supposed to be powerful. I just remember the Otyugh + FFQ + Fallen Druid + Boneyard + Bone Wall combo, lol, although its not a comparison. Momentum really can deny shields, but shields are just one of the strategies avaliable for defense. Will it really be used with OD? Or people will prefer Otyugh, for example? Or Black Hole? Or Gravity Pull? Just saying Gravity has a card to deny a strategy doesnt really make the combo better. This because today most decks doesnt really rely on shields, I think. Beyond that, just to point, use of OD on Titan would require another card (animate weapon), so its a harder combo. Dragon is expensive, so the combo is slow. I think the biggest potential of this card, in fact, is with Voodoo Doll, although Armaggio would also be a good target. that's why I choose Armagios for this card
Now, I havent tested it, but if freeze and delay dont stop growth from OD apparently, nothing stops OD'd creatures from growing, this should be changed. Like Angels recovering HP from OD creature. I havent tested, but I think it reduce creature max HP, and so no healing possible. These really are unbalance things that can be corrected. to the hp thing, Essence already answered. And I see it as new mechanics that have to be corrected, I like the way it is right now, and I'm actually using it.
Well, about more tests needed, looks like we just agree. :) certainly
Not the case. Like Rage Pot, while the card says -1 HP, it actually simply deals 1 damage per turn, much akin to Liquid Shadow only without the cool icon. :)that's weird!
You know, when I heard Zanz talking about Acceleration and adrenaline, and that the math is messed up, I sort of thought "Yeah, it would be." and dismissed it.Happens to mi with OD'd Adrenalined Armagios... May be some math mistake due to the increasing attack, but dunno.
But now, After some experimenting, I think some corrections might need to be made.
A Voodoo doll with Overdrive and Adrenaline on it will actually do NEGATIVE damage on the last attack on the first turn it's out.
I'm pretty sure that's not supposed to happen, so something went wrong somewhere....
Why not applying the effect at the start of attack or at the very end of the turn (to avoid multiple attacks combo)?The multiple attacks are intended, it's just the math is incredibly messed up.
No offense, but you're on crack.Whoa! Whole PvP organizer is talking. I'd better go before gravity generated by your massive ego makes a black hole here! :D
Immolation golem rushes are easily beaten with decks that contain massive amount of creature controls.No offense, but you're on crack.Whoa! Whole PvP organizer is talking. I'd better go before gravity generated by your massive ego makes a black hole here! :D
Got any examples of 'absurdly amazing' builds? For now your uber killing machine needs 3+ cards to make and countered by one cheap card :time
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??? = Acceleration744 744 744 744 744 744 74c 74c 74c 74c 74c 74c 74i 74i 74i 74i 74i 74i 75m 75m 75m 75m 75m 75m 7n2 7n2 7n2 7n2 7n2 7n2
??? = OverdriveMy point still stands. It's will be better cumulative.The problem is that cumullative, it'll be broken. That simple. It would need a raise in its cost, making it less useful by itself and only good using 6 in a deck (pure balance maths). It would end like Chimera. A VERY situational card that is UP in most cases, and seem OP in some others. That's bad.
Massive Dragons are now useful again. Flying Titans are incredibly useful now. Quick question. Is this lobotomizable?Yes, it's an ability like any other, also meaning using this removes the old ability.
Massive Dragons are now useful again. Flying Titans are incredibly useful now. Quick question. Is this lobotomizable?actually, massive dragons still suck...
How do they still suck? If you use Overdrive on them, they can gain a massive attack boost for minimal hp loss. HP based CC can't really affect it that much?Massive Dragons are now useful again. Flying Titans are incredibly useful now. Quick question. Is this lobotomizable?actually, massive dragons still suck...
They cost too much for even the Overdrive to be effective. Armagios are much better priced for similar hp.How do they still suck? If you use Overdrive on them, they can gain a massive attack boost for minimal hp loss. HP based CC can't really affect it that much?Massive Dragons are now useful again. Flying Titans are incredibly useful now. Quick question. Is this lobotomizable?actually, massive dragons still suck...
Ah, good point. Forgot about the Armagios. Thanks. And thank you to TheonlyrealBeef and Essence for answering my original question.But Flying Titans is pretty good, as you have pointed out :)
This is not a place to talk about massive dragons and other high hp creatures, but I will say something anyway. Almost any cool hp based spell will work best with Voodoo, it overshadows any other creature in hp/cost ratio.not just hp/cost ratio
not just hp/cost ratio0? I am not impressed :D
also damage/cost ratio...
0? I am not impressed :Dlol, but it's true that the direct relationship between Damage/Cost ratio and HP/Cost Ratio makes Vodoo Doll a great choice for atk/hp modifiers. I think I'll start using them now :P
I mean with +attack/-hp buffs like rage pot and OD...not just hp/cost ratio0? I am not impressed :D
also damage/cost ratio...
Moved to Gravity Card subforum.really? I think BH is the most powerful, but that's just me...
Now the most powerful gravity spell card is in its proper section :D
the most powerful gravity spell cardI've been grinding AI5 alot to win me some of these beauties. But I lost alot of games vs Gravity Halfbloods. Overdrive + Momentum is the main reason for that since I rely heavily on shields.
Apparently you can use overdrive on a ball lightning?! Seems a bit daft that a creature with no health to start with can be overdriven. Obviously it would be a silly strategy :sillyspin:
Apparently you can use overdrive on a ball lightning?! Seems a bit daft that a creature with no health to start with can be overdriven. Obviously it would be a silly strategy :sillyspin:
While it is possible to target Ball Lightning with overdrive/acceleration, it really doesn't mean that you have to. Same for a lot of combinations of cards, such as dissipation shield with sanctuaries.