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Messages - Hermis0 (70)

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25
Card Ideas and Art / Re: Pandora's Box | Pandora's Box
« on: April 26, 2011, 03:27:24 pm »
Fair enough.

You wouldn't consider that to be 6 :entropy - 3 cards, though, as it generates 4 cards for the player?

26
Card Ideas and Art / Re: Barrier Series
« on: April 26, 2011, 02:57:27 pm »
A few thoughts.

Twilight's broken -- 10 quanta towers create 30 quanta per turn meaning that in 10 turns your opponent will miss 100% of the time.  Also, supernovas generate 22 quanta, adding to the impact.

To set a max at 75%, use the formula M = (75 * Quanta) / (75 + Quanta) [same formula as used to calculate Catapult damage].

Corpse Pool is ok, though.  If you can manage to ever kill 100 creatures, you deserve the shield lock.

I think Reflective Pool will be prohibitive to code.

Earth Barrier:
Attacking unit has a 10% chance of being Petrified.

Aether Barrier:
Your shield and weapon are immaterial.

27
Card Ideas and Art / Re: Pandora's Box | Pandora's Box
« on: April 26, 2011, 01:33:49 pm »
How do you mean, "6 :entropy + 1 card?" as a value for the card.

Much like with the occasional twin universe in Pandemonium, the sudden appearance of Flooding would be very unpleasant for the unprepared player.  Personally, though, I'm not opposed to that.

Looking at the usefulness of the cards specifically, it is conceivable that a player could create a deck in which every permanent created would be useful to him (such as if he is just spamming permanents for FG's to burn their Explosions and Steals).  The opponent, on the other hand, likely running dual-element as OldTrees pointed out, would run a 52% chance, per permanent, of a card suited to his element, based on my own humble calculations.

However, outside his element, most of these cards are usually useful.  Any pendulum is at least somewhat useful.  Unstable Gas and Sundial are useful to any player with a single Nova or Immolation played.  Time (Hourglass) is used very commonly, even in decks designed for other elements.

So by gut (usually right where I work) I am predicting that a player's opponent would typically receive about 3 useful permanents.  Some players would likely get nothing (Fractal Pests).

Opportunity Cost:  Playing Antimatter for the same cost would essentially eliminate an opponent's creature while creating continuous healing for the player, which gives the opponent nothing in return.

Given this, I'm considering changing the upgraded card to 4 :entropy -> You receive two random permanents."  This would allow the player the option of a card that does not assist his opponent at all (while still not necessarily assisting him, either).

28
Card Ideas and Art / Re: Unforgiven One | Unforgiven One
« on: April 26, 2011, 12:43:49 pm »
I would think that given the nature of the creature that it should start as  :darkness, even though you intend for it to be used in  :light decks.  Just the idea of a  :light Vampire bothers me a bit.

29
Crucible Archive / Re: Gravitational Anomaly | Gravitational Anomaly
« on: April 26, 2011, 12:31:14 pm »
Mechanic text should be changed to match current methods:
Airborne creatures lose their airborne skill, and non-airborne creatures gain the airborne skill.

No longer would Wings be worthless.

30
Crucible Archive / Re: Hypermaterial Barrier | Hypermaterial Wall
« on: April 26, 2011, 12:21:58 pm »
I would suppose in a deck with this shield, you would also consider including heavy creature control.  Likewise, I have created my own Weight/Petrify deck to have essentially the same effect (make everything too big for the shield, which then permanently blocks damage.

However, there are plenty of strategies that basically ignore this shield.
1)  Spamming units is a proven strategy, and rarely are those immaterial.
2)  Momentum, a basic for any deck that hates shields.
3)  Destroy/Steal.  While you could enchant the shield, this is also true of other permanents that could be deemed "overpowered" when enchanted (Fahrenheit, Eternity, Pulverizer, etc).
4)  Quanta control would work for limiting a player's ability to immortalize or antimatter your units.

So yes, this shield would be very powerful against some decks, but very worthless against others.  This is similar to many alternatives, such as Fire Buckler, Diamond Shield, Jade Shield, Hope, Gravity Shield, Bone Wall, and Permafrost Shield.

In fact, I believe many people would still choose Bone Wall in their CC decks, because it can reliably prevent all damage per attack, rather than being dependant on the creature to be immaterial.

As a final note, I would suppose that Zanzarino, because of the way he has handled the game so far, would not introduce a card such as this without also including a card capable of defeating it -- such as the ability to remove immaterial status from your own creatures.  He tends to balance things that way.

Thanks for the comment.

31
Card Ideas and Art / Re: Pandora's Box | Pandora's Box
« on: April 26, 2011, 02:42:05 am »
Well, I didn't do QUITE that well in stats.
Are you recommending that I boost the cost to 8 :entropy?

I'm not seeing how since the card would give you an advantage against other deck types that it shouldn't be used.  Isn't the point of different cards to give advantages over different deck types???  Kinda like... sucks for Lava Destroyers if the other guy is running a Fire Buckler.

And yes, I do value the recommendations.

32
Crucible Archive / Re: Hypermaterial Wall | Hypermaterial Wall
« on: April 26, 2011, 01:21:01 am »
Ok, nevermind me.
lol.. are you kidding?  that was the most entertaining thing i wrote all day.
and to think you guys actually bothered to read it.  :P

Other thoughts?  Any way it is OP or UP, changes needed?  I try to keep things tidy, so it's not complicated (for that, see my Pandora's Box).

33
Card Ideas and Art / Re: Phoenix Plushy | Phoenix Plushy
« on: April 25, 2011, 09:05:13 pm »
It's like a really nasty not-so-horrible form of CC.  Works against decks without fire.

34
Card Ideas and Art / Re: Inferno|Inferno
« on: April 25, 2011, 09:02:32 pm »
Well, I don't think of using Precognition or Lighting Storms with Cremation leftovers to be adding elements, but whatever.

Yes, the Aflatoxin takes time to fill the board: poison-kill time + 5 turns.  With a little massaging, you might be able to slide in Epinephrine, which reduces the fill time to 3 turns.

35
Crucible Archive / Re: Critical Mass | Critical Mass
« on: April 25, 2011, 08:31:31 pm »
You mean it brutalizes fire decks.

That's what's got me so interested.  It's like the reverse of Weight -- only units with big HPs need apply.

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