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Messages - Particleman (8)

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Game Suggestions and Feedback / Re: Boneyard + BoneWall
« on: January 07, 2010, 07:44:54 pm »
Stating that something requires a specific counter as unbalanced is like saying Rock-Paper-Scissors is unbalanced. There are enough ways to take out a bonewall. Swarm decks, crowd control, momentum, and now Adrenaline are all valid ways to take it out. You just happened to have the other side of the spectrum: i.e. a scenario that couldn't beat it. But, even still, if you take out the FFQs quickly, then that means no more fireflies and no more skeletons. And then it's just a matter of waiting out the wall. If you rely on Farhenheit too much, then yeah, you might have a problem. In your scenario, a couple of Fire Bolts (Say, three in a row?) would have done the job nicely.
I will agree that the wall might be overpowered, but only to the extent that I might lower the growth to 1 instead of 2. If you want damage-based blocking, go with the Chaos shields.

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Game Suggestions and Feedback / Re: Open Suggestions
« on: December 31, 2009, 04:13:34 am »
If there is a Scarab generator in the works, like the Firefly Queen, then yes, the Scarab is fine as is.

Personally, I think that Immaterial should be a limited effect. Make it last three turns like the Dim. Shields do. That is the idea I like the most. I realize that I did not list it initially, I just missed it somehow, but that is the idea I would champion over lobotomizing them.

And, actually, you don't need to target something to cast a spell. As it has already been pointed out, Glories are targeted by animate weapon, so a spell that removes immortality could be done. I would probably have affect all creatures, and I like the idea of affecting permanents, but burrowers already suffer the attack penalty. The only reasons would be to get rid of those pesky Devourers, but otherwise the attack penalty is enough, I think.

And about Momentum + Quintessence; why not? Any Rainbow deck could make good use of it. It would be almost immorally cheap, but that's why I'm asking for a way to remove or limit Immaterial.

What about any of the other ideas? Scarabs and Immaterial aren't the only suggestions I've made. And what about you all? This is open suggestions, so feel free to suggest.

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Game Suggestions and Feedback / Re: Open Suggestions
« on: December 30, 2009, 06:52:47 am »
Immaterial creatures are counterable. All that is removed is the option of killing them after they are immaterial. Your Rupee Dragon + MOMentum example is counterable by not letting the enemy have the Rupee Dragons on the field for long enough to apply MOMentum and Immateriality.
But I can give it momentum and make it immortal on the same turn that I put it on the field. You don't get a chance to touch it. And with that deck, I can spam Dim. Shields and lobotomize creatures.
There needs to be a way to keep them in check. If you lobotomize them, they lose momentum, at least. And you don't have things just sitting back, gaining power every turn while you can't stop them. Even Anubis would not be such a pain, because if he made himself immortal, then he couldn't make anything else immortal either.
But, that's an afterthought. I'd more than settle for something that could simply remove Immortality.

As for the Scarabs, they're a weakling now. You have to have three of them to do what Otyugh can do by himself and with a single element. By the time you could get all six of them, you probably won't need them, either because you'll be winning, or doomed. If you want it as another basic card, then fine. I suppose Time has enough good cards already. I'd just like to see more out of it.

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Game Suggestions and Feedback / Re: Open Suggestions
« on: December 29, 2009, 08:07:16 am »
How is having a scarab with N/2 where N is the number of scarabs, overpowered? I said I only want one of those things, not all of them.

And sure, Blessing/ Deja Vu is cheap, but so is Blessing/Dive. I don't have a problem with Blessing/Dive, so I don't see a problem with Blessing/Deja Vu.

Let's compare:
Blessing*3 on Pegasus = 12*2/11 = 24/11, or 24 damage each turn.
Blessing*3 on Deja Vu  = 10/10 = 10 on turn 1, 20 on turn 2, ect.

So, in four turns:
Pegasus= 24 + 24 + 24 + 24 = 106 damage
Deja Vu = 10 + 20 + 30 +40 = 100 damage

So really, Dive does more damage than Deja Vu would do. So how is it overpowered?

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Game Suggestions and Feedback / Open Suggestions
« on: December 29, 2009, 06:59:13 am »
Okay, so here are some things that I think could improve the game. Feel free to comment and offer your own suggestions.

Current Cards:

1) Flying/Animate weapon:
Could it target the opponent's weapon too? Not both at once, I mean, but be able to choose which you want to turn into a creature. Or, maybe make "Animate" still cost 1 air and be able to target the opponent's weapon. There are a lot more abilities that target critters than there are that target weapons, and it could add a little more strategy.
Fly Glories would be ruined, so I doubt this will ever happen.
That is a valid point. If they could solidify that option, it would be a nice addition though. But you're right. Probably won't happen.

2) Scarab:
I've fiddled some with this card, and I think one of several things could improve it.
 a) Make swarm activate at the end of every turn; basically the entire swarm is healed to full (minus devour bonuses) at the end of your turn.
 b) Change devour into something that kills the creature (if its health is lower, obviously) and adds another Scarab to your side. (This might lead to the card becoming overpowered. It would take too long to set up, I think. But once it got going, it would be hard to stop.)
 c) Change swarm to affect attack instead of health.
 d) Double the effects of swarm.
 e) Have swarm work with devour so that all Scarabs get the boost from devour. (This also might make it overpowered, but not overly since each turn you could only get a +1/+1 bonus [even if two scarabs devoured a creature, each one would only get +1/+1, so the group as a whole would each only get a +1/+1]. Still, spread over six Scarabs, that's +6 attack each turn you eat something, and if you throw in some PU's...)
I'm not suggesting all of them be implemented, by no means, only one of them. I personally like a) the most, but I think that c) and d) are good too. Option e) would be cool, and b) would add another option for a swarming deck, but I do see them becoming overpowered in certain circumstances. Obviously, if one of these is implemented, the 2 time cost would need to be rethought, but I think that you would see more of this card in play if they were.

3) Immolation/Cremation:
I think it should add: "or +7/+9 fire per point of health if the creature is fire." None of the Fire creatures have much health, with the Lava Golem being the exception. But still, by the time you get him to a level worth sacrificing, it will probably be doing enough damage that you won't want to sacrifice it. In combination with other cards, such as Fire bolt or Fahrenheit, I can see where this could be overpowered, but I think that those would be the exception, since most of the decks that utilize those don't rely on growth, or often creatures, for that matter. Besides, fire is all about laying on the damage fast, since they often take damage pretty fast, too.
About the immolate one, guardian angel (unupgraded) has 6 health for 2 light, I think. That's 54 quantum per cremation. Elite Armajio has 30 health for 5 gravity. That's 270 fire quantum per cremation. In other words, Elite armajio + Cremation + Fire Lances = you're dead. Possibly in two turns.
But those aren't fire types. The bonus for health only applies for fire creatures. Otherwise, it does what it currently does. Also, if you sacrifice a fire type, you don't get the one of each type bonus, just the fire boost. I thought that one through, like you did, so I say limit it to fire creatures only, since the highest creature (barring a grown golem) only has three health.
How hard that would be to program, I don't know. I'm not much of a programmer, but I don't see it being that hard.
*I sort of realized that if you combine this with Plate Mail or Blessing, it does produce the same overwhelming effect. If this could be avoided somehow, then it would be a valid idea. Until then, it would be too powerful.

4) Emerald/Jade Shield:
Right now, it's basically a souped-up Reflective shield. I say, let the Reflective shield take the defense boost of this shield, and turn Emerald/Jade shield to "Blocks 1 damage, and heals you and your creatures for +1/+2 each turn." Maybe change the name too.

5) Steel Golem:
I like adding the skill "Construct: (1 earth) add +0/+2 to Steel Golem." Perhaps add this skill to the Graviton Mercenary/Guard, the Stone/Basalt dragon, or perhaps only to the evolved sets.

6) Cockatrice:
Add a skill: "Petrify: (1 dark) Puts the target creature into stasis for one turn." Basically, it stops the creature from missing its next attack. You might say, "That's too cheap!' but consider that devour is only one gravity, and it permanently removes the creature.

7) Deja vu:
Let the Deja vu'd Deja vu keep the Deja vu skill (the original still loses it, though). It only does one damage. Even with Blessings, it still isn't that great. Maybe up the initial card cost by one time, but otherwise it's just a fodder card, and there are better options for fodder.
Deja Vu IS cheap, blessingx3 is +9/+9, now use Deja Vu a couple of times, bam KO.
Yes, but only the latest version of Deja Vu gets copied. Do anything to it, and all the future versions suffer. Or rewind it, and it loses all of its bonuses. And since the old version loses the Deja Vu skill, you only get one copy per turn. I will grant you that it is cheap, but no cheaper than Blessing/Dive. But it is also blockable and stoppable. Maybe only give the elite version this modification (You can drop it to 1/1 if you think 2/2 is too much), and leave the regular version as is.

8 ) Devour:
Increase the cost to two gravity. It is a very powerful skill, and being able to use it for only one gravity, I think it is a bit much.

New Cards:
1) A permanent card that acts as a purify, removing poison after every turn. Probably give it a 2 water cost to activate it. Or, maybe make it drain 2 water every turn whether you want it to or not. Or, maybe make it drain two water every turn, and it removes all negative effects from you and your creatures. Or maybe just poison/infection. Call it "Fountain of Youth"

2) Please, please, something that can counter immaterial status. A card, or a skill, or something. Perhaps change Immaterial to be that creature skills cannot affect them, but spell cards can. Or maybe something like Paradox that destroys immortal creatures and only immortal creatures. It's just that being completely unable to target creatures is really annoying, even if you own the creature, because you can't do anything good to it.
Or, and here's a thought I just came up with and like a lot, change immaterial beings so that they can no longer use their own abilities. When they are made immortal, effectively lobotomize them as well. That will stop Anubis and Quintessence from being overpowered.
The immaterial lobo, that's plain ridiculous. Lobo a creature that's been immortalized? That kills the point, immaterial creatures are easy to block: bonewall, phase shield, gravity shield, out healing there damage.
So, you're saying that an immortal Graviton Fire Eater, or Fire Spirit, or maybe Firefly Queen/Emp. bond with Anubis, or, say, a Ruby Dragon given Momentum and then made immortal, is not overpowered? Sorry, I don't see it. Lobotomizing them keeps them in check.
I also forgot initially to mention that my preferred method would be to simply limit the number of turns something is immortal. Three turns seems like a good amount to me.

I think that's it for now. As I play with the new cards some, I might come up with more.
Now if you'll excuse me, I'm going to go make that immortal, unstoppable Ruby Dragon deck.

6
My mistake. I thought this was a thread for discussing suggestions. I will start my own thread, then.

7
Fly Glories would be ruined, so I doubt this will ever happen.
Hurm... That is a point. Well, if they could keep a way that you could still target your own Glory but not your opponents... but that's probably a pipe dream. Would still be nice, though.

I thought of one more:
Change Devour to two gravity. It's a very powerful skill, and being able to use it with only one gravity is a little much.

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This post has been moved due to confusion over the purpose of this thread.

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