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Card Ideas and Art / We could use some new pillars...
« on: December 15, 2009, 10:10:34 pm »No. You set it, you get 2. Every turn, you get 2.
Considering you get 3 from quanta tower, there's nothing wrong here.
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Did you have to teach your grandma how to find eggs? I know it's HP, not Life quanta, or "green mana" how those FLOCKING MTGIANS call it.I very much like these, albeit 12 life x 6 supernovas = 72 life...OUCH. I think that maybe it should be 5/8?
And, I say, something along 7 or 10 is a more viable cost. But with no quantacost.
So, maybe the new cads of this...
Nova: Spell (Free, Entropy flavour)
Pay 7 HP to get 1 quantum of each element + 10 random quanta.
Supernova: Spell (Free, Entropy flavour)
Pay 12 HP to get 2 quanta of each element + 10 random quanta.
Know who David Sirlin is? I follow his definition.scrubs.You keep using that word. I do not think it means what you think it means.
/Inigo
No, there really is nothing wrong. Other colors have other permanents capable of screwing you over. There are quite a few weapons out there that should you let them go active they will make you hurt quite badly. Consider a mono-time deck with rewinds and eternity locking down your draw. Or what about an earth/gravity deck with pulverizers and otyughs+armor? Or maybe some sort of earth/water quanta kill deck with purifies so that you really can't even get in poison edgewise? Or what about wind decks that just snipe you silly with Eagle eyes?If you nerf sundial, then you better give another way of maintaining that win percentage against False Gods.Why? Fake Gods are supposed to be hard. If you have an 80% win rate, then they are obviously too easy. If we were to take out losses due to bad draws, the win rate would be much higher. Keep in mind that these changes will not happen over night, or any time soon, for that matter, and probably not until the PvP issue is fixed (this might be more likely with client downloads of the game and Peer to Peer hosting, though that is just wishful thinking for now).God forbid someone has to forgo one quanta a turn in order to splash a key card to make aggro decks work! My god, the horror!Sure, one less quantum per turn isn't that much if you're playing a mono-element deck, but when you're forced to play Mark of Fire to take Explosions in pretty much every deck you play just so you can be competative, then something is wrong.
Though, I really don't know why I'm arguing with you; you really don't seem to understand.
Demon, calm down a moment. These changes weren't proposed because the AI is too easy (though making the AI harder would be a benefit, as long as it was still beatable. Also, note that these changes would effect the AI decks, too). These changes were thought up because the balance of the cards to each other was off.God forbid someone has to forgo one quanta a turn in order to splash a key card to make aggro decks work! My god, the horror!
These balances would also allow more deck options for PvP as well, because with the fixes to Sundial and Pulverizer, along with some other cards, people would not be FORCED to bring permanent control in a deck. They could bring other cards to make their deck more effective, verses taking along permanent control and a Mark of Fire or Gravity or Darkness, which would only limit the decks and the metagame archetype.