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Messages - Piter De Vries (24)

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13
Card Ideas and Art / Re: HERO CARDS by Scaredgirl
« on: January 11, 2010, 09:06:53 pm »
I think Taulmaril speculation is correct, and that's why, after hesitating, i don't support the "big card" (name it "hero" or not) idea. Excepting if we could make plenty of them for each element (in such a case, there would not be only "one" card to get and help out with several little, but a choice to make about the "big" cards too), which is kind of becoming not realistic - or bunch of work.

14
Card Ideas and Art / Lots of cards to improve Elements comboes
« on: January 11, 2010, 08:51:48 pm »
Hello.

Here are my ideas to improve Elements currently existing elements, to create new comboes, to simply have more fun playing that awesome game if Zanzarino wants to/can add them. Like other topic, about new element, i will update cards with your feedbacks, to improve and balance them. I'll add my new cards ideas on existing elements here, with a message to notify about the update of that first post.

A big problem, as usual with me, are names. I'm lacking of names ideas. Once again, do not hesitate to propose some.
(i'm lacking too of fire, earth, water and dark mark images, if anyone has the patience to upload them)

Here we start...






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NO ELEMENT

Regenerative pillar (pillar - Other) : costs 3 random quanta. Gives 1 HP and 1 random quantum per turn. Upgrades to Regenerative tower.
Regenerative tower (pillar - Other) : costs 3 random quanta. Gives 1 HP and 1 random quantum per turn. Gives 1 HP and 1 random quantum when played.

Supportive pillar (pillar - Other) : no cost. Gives 1 quantum of element you got the less each turn. Upgrades to Supportive tower.
Supportive tower (pillar - Other) : no cost. Gives 1 quantum of element you got the less each turn. Immediatly applies once when played.

Power pillar (pillar - Other) : no cost. Gives 1 quantum of element you got the most each turn. Upgrades to Power tower.
Power tower (pillar - Other) : no cost. Gives 1 quantum of element you got the most each turn. Immediatly applies once when played.


=====================
ENTROPY

Absorber (creature - Entropy) : costs 5 Entropy quanta. 4 / 6. Passively absorbs 2 random opponent's quanta each turn, and earns randomly -1 , 0 or 1 HP if has absorbed 2 quanta. Upgrades to Chaotic Drainer.
Chaotic Drainer (creature - Entropy) : costs 5 Entropy quanta. 4 / 8. Passively absorbs 2 random opponent's quanta each turn, and gains randomly 0/-1 , 0/0 or 0/1 if has absorbed 2 quanta.

Absurdity (creature - Entropy) : costs 3 Entropy quanta. 2 / 2. Ability : trouble (cost : 1 Entropy quantum). Upgrades into Irrationality.
Irrationality (creature - Entropy) : costs 3 Entropy quanta. 3 / 3. Ability : chaos (cost : 1 Entropy quantum).


ability : trouble. Creature does one of those effects: 8% chance to deal 5 damage to owner, 8% chance to deal 5 damage to opponent, 8% chance to heal opponent by 5, 8% chance to heal owner by 5, 8% chance to poison opponent by 1, 8% to poison you by 1, 5% chance to suicide, 9% chance to gain 1/1, 9% chance to loose 1/1, 8% chance to gain 5/5, 8% chance to damage itself by 5, 8% chance to heal itself by 5, 5% chance to mutate itself.
(total chance of good effect : 49%, total chance of bad effect : 46%, 5% chance to mutate itself)

ability : chaos. Creature does one of those effects: 7% chance to deal 8 damage to owner, 9% chance to deal 10 damage to opponent, 7% chance to heal opponent by 8, 9% chance to heal owner by 10, 9% chance to poison opponent by 2, 7% to poison you by 1, 4% chance to suicide, 11% chance to gain 2/2, 8% chance to loose 2/2, 8% chance to gain 8/8, 8% chance to damage itself by 7, 8% chance to heal itself by 10, 5% chance to mutate itself.
(total chance of good effect : 54%, total chance of bad effect : 41, 5% to mutate itself)


=====================
DEATH

Timed Death (spell - Death) : costs 3 death quanta. Your targetted creature is loosing half his HP this turn (rounded up), and will die next turn. The half HP lost this turn is added to its attack. Upgrades to Fate.
Fate (spell - Death) : costs 2 death quanta. Your targetted creature is loosing half his HP this turn (rounded up), and will die next turn. When you apply this spell, his HP is added to its attack.

Fake shield (spell / shield - Death) : costs 6 Death quanta. Equips the opponent with a fake shield if he has no current shield, poisoning him by 1 each turn and blocking no damage nor spell. He cannot equip another shield as long as fake shield is here. Duration is 3 turns. Upgrades to Cursed Shield.
Cursed shield (spell / shield - Death) : costs 6 Death quanta. Equips the opponent with a fake shield if he has no current shield, poisoning him by 2 each turn and blocking no damage nor spell. He cannot equip another shield as long as fake shield is here. Duration is 3 turns.


=====================
GRAVITY

Force Graviton (creature - Gravity) : costs 6 gravity quanta. 5 / 4. Ability : hard. Upgrades to Superior Graviton.
Superior Graviton (creature - Gravity) : costs 6 gravity quanta. 7 / 5. Ability : hard.

ability : hard. This creature has any taken damaged reduced by 1.


=====================
EARTH

Hardened Stone (spell - Earth) : costs 5 earth quanta. All your earth creatures gains 0 / 5. Upgrades to Impenetrable Stone.
Impenetrable Stone (spell - Earth) : costs 4 earth quanta. All your earth creatures gains 0 / 8.

Terrain Knowledge (spell - Earth) : costs 3 earth quanta. All your creatures with no ability gains ability burrow.
Improved Terrain Knowledge (spell - Earth) : costs 2 earth quanta. All your creatures with no ability gains ability burrow.


=====================
LIFE

Resurrection (spell - Life) : costs 5 life quanta. Targetted creature gains ability "res ward". Uprades to Improved Resurrection.
Improved Resurrection (spell - Life) : costs 5 life quanta. Targetted creature gains ability "improved res ward".

ability : res ward. The creature will be revived once in the state it when dying, then looses the res ward.
ability : improved res ward. The creature will be revived in the state it was before dying, with full HP (or HP it had before dying if it was more), then looses the improved res ward.
Those 2 abilities does not work against "rewind", which is not a death.


=====================
FIRE

Flame (creature - Fire) : costs 2 fire quanta. 4 / 1. ability : self immolation (costs : 1 fire quantum). Upgrades to Inferno.
Inferno (creature - Fire) : costs 2 fire quanta. 6 / 1. ability : self immolation (costs : 1 fire quantum).

Fire Essence (creature - Fire) : costs 6 fire quanta. 0 / 20. ability : empower (costs : 1 fire quantum). Upgrades to Burning Essence. (inspired by YoYoBro)
Burning Essence (creature - Fire) : costs 6 fire quanta. 0 / 24. ability : empower (costs : 1 fire quantum). (inspired by YoYoBro)


ability : self immolation. When this creature dies, or when used (and then creature dies), it gives its owner 7 fire quanta + 1 quantum of each element.
ability : empower. When used, current creature looses 0/4 and the targetted one gains 4/0. (inspired by YoYoBro)


=====================
WATER

Hyppo (creature - Water) : costs 4 water quanta. 4 / 4. Has abilities immunise (costs: 1 water quantum) and poison immune. Upgrades into Hyppocampi.
Hyppocampi (creature - Water) : costs 4 water quanta. 6 / 5. Has abilities immunise (costs : 1 water quantum) and poison immune.

ability : immunise. Makes the targeted creature gain ability "poison immune".
ability : poison immune. This creature cannot be poisoned. When it gains the ability, removes poison if there was any.


=====================
LIGHT

Cherub (creature - Light) : costs 5 light quanta. 0 / 2. has ability minor healing, use for 2 Life quanta. Upgrades into Little Angel.
Little Angel (creature - Light) : costs 5 light quanta. 0 / 5. has ability minor healing, use for 2 Life quanta.

ability : minor healing. When used, gives the user 10 HP.


=====================
AIR

Flight (spell - Air) : costs 4 Air quanta. All your creatures gains immortal ability for 1 turn. All non-air creatures will loose 2 HP once it stops. Upgrades to high-flight.
High-flight (spell - Air) : costs 3 Air quanta. All your creatures gains immortal ability for 1 turn. All non-air creatures will loose 2 HP once it stops, all air creatures gains 0/1.


=====================
TIME

Broken Clock (permanent - Time) : costs 3 Time quanta. ability : time stop (costs 4 time quanta). Upgrades to Time-stopping machine.
Time-stopping machine (permanent - Time) : costs 1 Time quantum. ability : time stop (costs 4 time quanta).

ability : time stop. When used, freezes all hourglasses and all broken clocks and time-stopping machines for 2 turns (1 turn for the opponent after you, and the turn after which is yours). The player and his opponent will skip the normal drawing card phase in their next turn (an animation is played to show the start of a new turn, still).


=====================
DARKNESS

Shadow (creature - Darkness) : costs 4 dark quanta. 3 / 3. ability : dark recruiting (costs : 2 dark quanta). Upgrades to Shadow Essence.
Shadow Essence (creature - Darkness) : costs 4 dark quanta. 5 / 4. ability : dark recruiting (costs: 2 dark quanta).

Parasite grow (spell - Darkness) : costs 3 dark quanta. Your targetted creature dies immediatly, and 2 parasites are spawned. Upgrades to Bloodsucker grow.
Bloodsucker grow (spell - Darkness) : costs 3 dark quanta. Your targetted creature dies immediatly, and 2 bloodsuckers are spawned.

ability : dark recruiting. The targetted creature is now of Darkness element. If is yours, gains +1/+1.


=====================
AETHER

PlaneWalker (creature - Aether) : costs 5 Aether quanta. 6 / 3. ability : planeshifting. Upgrades to PlaneShifter.
PlaneShifter (creature - Aether) : costs 5 Aether quanta. 8 / 5. ability : planeshiting.

Plane Walk (spell - Aether) : costs 2 Aether quanta. The target creature gains planeshifting. Upgrades to Plane Shift.
Plane Shift (spell - Aether) : costs 1 Aether quantum. The target creature gains planeshifting.

Presence (spell - Aether) : costs 3 Aether quanta. Your target immortal creature is temporarily not immortal, until the end of your current turn. Uprades to Agreement.
Agreement (spell - Aether) : costs 2 Aether quanta. Your target immortal creature is temporarily not immortal, until the end of your current turn.


ability : planeshifting. The creature is here only 1 turn of two. Meaning, 1 turn it's normal, next turn it is like immortal + stuck in time (and thus, not attacking). Plus, when it changes from "not here" to "here", it is like "respawned", back to its most basic form (basic attack, basic HP, not poisoned, not immortal).


=====================


15
I like most ideas of your card. Some would be really great in Elements; archer, palace's guard.

I'm totally against the hero idea, for the reason someone explained in ScaredGirl thread; once there is a "hero" with such powerful abilities, he's quite a goal for the player, it destroys the variance of decks.

I'm going to create a new topic because i got lots of cards ideas, and i wanted to be sure i would not create an unintentionnal copy of an already posted idea, so i looked at your topic. Good work here, mostly. I agree with mosts of bobcamel feedbacks.

I think it's written somewhere else in the forums, and i'm not sure anyway, so: to avoid a spell-blocking shield, to still hurt ennemy with a spell, i think you got to use a spell-blocking shield yourself, then hit yourself with the spell. That "trick" or exploit does not justify to avoid creating a card such a Gravity Bolt. I would still increase its damage to 2 per 10 gravity quanta.

16
Card Ideas and Art / Re: Card Blocker
« on: January 11, 2010, 06:18:46 pm »
This is the end of "your current hand is invincible", and not sure Zanzarino wants this. Apart from that... make it cost 3 then 2 upgraded random quanta (1 then 0, YoYo? man... get 6 and your opponent cannot play for 3 turns... no way). 5 is sure too much.

17
Card Ideas and Art / Re: New Cards. My art! Check these...
« on: January 11, 2010, 06:14:02 pm »
Flygon : it looks strange, but i like it. I would lower "generate wings" cost to 2. Good card idea & rest is ok.
Whaloo : gives another reason to get mass water pillars (with weak ice bolt). Good idea. Graphic is funny and i like it too.
Time Scorpion : strange, and i don't like much his "feets". His ability is way too powerful imo (and cost isn't an option, as explained in "win card" topic by someone else). Make it just "Target player draws 1 card", and costs 2 Time.
Grassodon : it's okay, imo.
Armorion : excellent ability idea. But then costs too much. Either give it some attack, either lower cost of ability to 2 or 1. I quite like the graphics.
Rotten worm : no way. Rot flesh is too powerful imo. Either once per turn (and lower the cost to 2), either does 2 damage for 3 quantum. Very strange graphic, does not fit with a "rotten worm" imo, but i like it somehow.

The BIG problem of your image is... it's a jpg. You're having very bad image quality because it's a jpg. For such art, you need a better quality. BMP is too raw, not made for net anyway, so go for a specifical 256 colors gif (not the basic 256 colors gif) or maybe a PNG, i advice you.

Some very good ideas, and nice work!

18
Game Suggestions and Feedback / Re: The ULTIMATE new synergizing element
« on: January 11, 2010, 03:21:22 pm »
Let's start with the annoying post part : answer to "Demagog".

About names > i said it myself. Not an excuse to post 3 times without answering the thread. Instead of laughing, you could help.
Title > was a joke (the "ULTIMATE"), reference put in very first line of the thread.
Synergy > isn't necessarily between elements. In this occurence, the synergies are between cards themselves at first, AND there are synergies with some other elements (entropy : can play mutants & their abilities with no rainbow deck, dark : can play vampire bottle without your creature dying, light : perma heal your creatures & yourself, life : play your blood deck part twice faster than any other deck, etc...).
Element itself > i don't care. Come with a better name for the element, fitching with the card ideas, then with names for the cards, i'll replace them all with such a good idea. It was better to propose an actually existing potential element rather than "okay, we must find an elemet, but here are the cards for it".

Please don't make a useless 4th post. Thanks for not taking this personally, but as it is: an answer to your 3 posts in that topic.


On topic:
i edited first post with new cards, and i edited costs and names a lot (thanks to icybreaker for the names, and to bobcamel for some cards costs). I've read topics about Divine element and Machine one. I'll answer in each of them. I support the idea of a 14 or 16 elements game, with NO change on quantum pillar. I'm playing rainbow 99% of the time because of its power and possibilities; if we could create more elements, and more synergies in each element (not just a basic synergy like 2 cards helping each other), AND between several elements, i'm sure rainbow decks would be less powerful and so less played.

Reading Bobcamel post, i thought "maybe possible comboes i've created here are not obvious". I'm not going to spend 15 min to explain all of them, so, here's a summary of my new element :

those cards permit you to damage yourself to play faster. You can gain quantum & creature using your HP, then use your quantum to damage all blood creature in play to heal yourself. Your sword will add 1/1 to all your blood creatures in play each time it hits, and you can convert (with spell and creature) ennemies creature to blood element so he cannot use his abilities, so attacking you heals you (thanks to your shield) and to absorb HIS ennemies HP. By damaging you and the ennemy HP (and it's not a poison), using a flesh factory, but healing a lot yourself, it's a new path to victory.

19
Game Suggestions and Feedback / Re: The ULTIMATE new synergizing element
« on: January 09, 2010, 09:04:31 pm »
Quick reply (i'm not going to edit right now first post - not at home) : thanks a lot for your help, icybraker, i'll prolly change most of current names to the ones you proposed.
bobcamel : i agree on some of your proposals - i was afraid when creating some cards about overpowering them, so i tended to put high costs (and balancing that with the towers giving 2 blood per turn for 1 hp). But, mages are especially synergizing, as you convert opponent creatures, then damage them AND heal you at the same time with sacrifice. And with upgraded mages, if opponent has no blood quantum, he just cannot use anymore his abilities. It does synergies a lot in monodeck.

Another synergy is converting opponent creatures and then let them hit your shield : it heals you a bit. It's a way to get some regen to counter some HP costs.

Anyway, thanks for your replies. I'll edit first post tomorrow night 'prolly with most of your feedbacks.


quick edit : btw, that machine element idea for countering blood is excellent! Any link to the topic about it? (i'll search later on anyway if no link given)

20
Game Suggestions and Feedback / Re: The ULTIMATE new synergizing element
« on: January 09, 2010, 10:20:09 am »
I second that. Do not hesitate to propose better names.

21
Card Ideas and Art / Re: Indirect Permanent Protection Set
« on: January 09, 2010, 09:32:57 am »
With all those good ideas in one post (needing serious balances, though), i think it would be easier to change the concept of "permanent". We can create easier cards with idea:
"a permanent has HP. Once it's HP goes down to 0, the permanent is destroyed."

Would be like a building, needing repairs. "Destroy" would be "hits a building HP by [max value]." You guess how your cards would be very easier coded once this hard part is.

22
Card Ideas and Art / Re: Win Card
« on: January 09, 2010, 09:22:28 am »
Just make it cost 500 time quantum, or entropy. Because of currently rainbow decks "problem", i agree this card should not be let like this.
I hate "instant win" concept, but it's personal. A card with such cost cannot be said overpowered.

23
Game Suggestions and Feedback / Re: The ULTIMATE new synergizing element
« on: January 09, 2010, 09:06:16 am »
Thank you for your 2 posts after not reading. That's nice from you, Demagog.
Water is a part of Air, water can be a part of life, aether has not really anything related with real life, and i really fail to see how your laughes about the choice of "blood" element, which is just a pretext to add new element & new synergyzing gameplay with new card ideas, would be worth 2 posts. Blood is part of life, blood has a part of water, and i think we simply don't care. I don't think anyway with a 12 elements-game any new 13th would be added alone.

With so many new cards as ideas, it was just more interesting to make a new element rather than thinking about totally unbalancing a currently existing element (all elements with 9 - 14 cards, and one with ~25?).


Now that the boring justifying part is done... back to the subject.
Edited first post with 2 balances.

Bloodshadow > actually, it's a bit less of a "dream" to add 2 elements rather than 1. If you have good ideas, go on and throw out element Void. With 14 elements, rainbow decks will be less powered. ;)

24
Game Suggestions and Feedback / The ULTIMATE new synergizing element
« on: January 09, 2010, 02:08:04 am »
Copyright to Scaredgirl for the title.


(updated 11.01.2010 16:02 : balancing purpose, massive renaming, new cards: Flesh/Living Flesh, Pain/Mutilation, Flesh Demon/Living Demon, new ability: Dark Pact)

(updated 16.01.2010 15:48 : added Obscure Bolt and Sanguine Bolt. Now it's useful to have mass blood quanta, and fitting with the other cards purposes.)

* * * * *

Hello.

I'm proposing here a new element. I think that, reading the cards, you will quickly understand how i'm proposing here new types of synergies. And of course, imagine with duo decks and rainbow ones.
Sorry for having no image. I've only got a very precise one in my mind for the element itself, and i'll try to find, later on, an image for it.

Sorry for the lack of... imaginative names, too. I'm sure that can be easily improved with such a community.
Some might be overpowered too, but more importantly, i may have totally missed an overpowered combo, so i'm counting on you to tell me if you find one, i'll edit the card.

Here we go. I'm starting with new abilities so you can refer to them when reading some cards.


New element : BLOOD.


New ability : bloody. When a bloody creature dies, its max HP is dealt as damage to its owner (yes, you'd better care about NOT owning bloody creatures - or make them not dying).
New ability : engorge. When used (max once per turn), removes 1 hp from its owner and adds 2/2 to the creature.
New ability : lineage bond. Each time the creature/weapon owner of that ability deals damage, all blood creatures of his player gain 1/1.
New ability : disposable. A permanent with that ability can be removed by its owner just clicking it.
New ability : conversion. The target creature is now of blood element.
New ability : sanguine conversion. The target creature is now of blood element. Its ability, if one, has its cost converted to blood quantum.
New ability : dark pact. The creature using a dark pact will gain 5/1 each turn for 4 turns, then die.


Card (type) : [effect] [upgrades into [cardname]]

Blood pillar (pillar) : produces 1 blood quantum / turn. Upgrades into Blood tower.
Blood tower (pillar) : produces 1 blood quantum / turn, gives 1 blood quantum when played.

Daily ritual (pillar) : produces 2 blood quanta / turn, you loose 1hp/turn (not a poison).
Daily sacrifice (pillar) : produces 2 blood quanta / turn, you loose 1hp/turn (not a poison), gives 2 blood quantums and removes 1 hp when played. Has ability "disposable".


Flesh (creature) : 0 / 3, costs 0 quantum, 1 hp to play. Upgrades to Living flesh.
Living flesh (creature) : 1 / 4, costs 0 quantum, 1 hp to play.

Globula (creature) : 4 / 2, costs 1 blood quantum to play. Ability : bloody. Upgrades to Red Globula.
Red Globula (creature) : 5 / 1, costs 1 blood quantum to play. Ability : bloody.

Infection (creature) : 3 / 3, costs 3 blood quanta to play. Ability: engorge (cost: 0). Upgrades to Bloody Infection.
Bloody Infection (creature) : 5 / 3, costs 3 blood quanta to play. Ability: engorge (cost: 0).

Blood dragon (creature) : 11 / 5, costs 10 blood quanta to play. Upgrades to Bloody horror.
Bloody horror (creature) : 12 / 6, costs 10 blood quanta to play.

Mage (creature) : 4 / 5, costs 8 blood quanta to play. Ability : conversion (cost: 2 blood quanta). Upgrades to Sanguine Mage.
Sanguine Mage (creature) : 4 / 8, costs 8 blood quanta to play. Ability : sanguine conversion (cost: 2 blood quanta).

Flesh demon (creature) : 3 / 2, costs 5 blood quanta to play. Ability : dark pact (cost: 3 dark quantum). Upgrades to Sanguine demon.
Sanguine demon (creature) : 4 / 3, costs 5 blood quanta to play. Ability : dark pact (cost: 3 dark quantum).


Touch of blood (spell) : costs 3 blood quanta. The target creature sadly gains ability "bloody". Upgrades to Addiction to blood.
Addiction to blood (spell) : costs 2 blood quanta. The target creature sadly gains ability "bloody" and is immediatly injured by 1 damage.

Sacrificing help (spell) : costs 5 blood quanta. All blood creatures are immediatly damaged by 2 and the player earns the total damage done as healing HP. Upgrades to Bloodbath.
Bloodbath (spell) : costs 5 blood quanta. All blood creatures are immediatly damaged by 3 and the player earns the total damage done as healing HP.

Conversion (spell) : costs 3 blood quanta. Does exactly the "conversion" ability. Upgrades to Blood Conversion.
Sanguine Conversion (spell) : costs 3 blood quanta. Does exactly the "sanguine conversion" ability.

Obscure Bolt (spell) : costs 3 blood quanta. For every 5 blood quanta you got, you remove 2 MAX HP of your opponent (meaning, if he has 58 HP / 100 HP and you got 53 blood quanta, he will have 58 / 90 HP after the spell. If he has 84 / 100 HP and you got 153 blood quanta, he will have 70 / 70 HP after the spell.) Upgrades to Sanguine Bolt.
Sanguine Bolt (spell) : costs 2 blood quanta. For every 5 blood quanta you got, you remove 2 MAX HP of your opponent.


Wound (permanent) : costs 3 blood quanta. Both players now looses 1 hp per turn (not a poison), until the permanent is destroyed. Stacks with itself. Upgrades to Gash.
Gash (permanent) : costs 4 blood quanta. Both players now looses 3 hp per turn (not a poison), until the permanent is destroyed. Stacks with itself.  Has ability "disposable".

Pain (permanent) : costs 6 blood quanta. Owner of that permanent looses 1 hp (not a poison) and spawns 1 flesh per turn. Upgrades to Mutilation.
Mutilation (permanent) : costs 6 blood quanta. Owner of that permanent looses 1 hp (not a poison) and spawns 1 living flesh per turn.


Red Blade (weapon) : costs 5 blood quanta. Deals 3 damage per turn. Ability : lineage bond. Upgrades to Sanguine Blade.
Sanguine Blade (weapon) : costs 4 blood quanta. Deals 4 damage per turn. Ability : lineage bond.


Empathic shield (shield) : costs 4 blood quanta. Reduces incoming damage per 1. Any blood creature attacking that shield also heals the owner of the shield by 3 HP. Upgrades to Empathic bloody shield.
Sanguine shield (shield) : costs 4 blood quanta. Reduces incoming damage per 2. Any blood creature attacking that shield also heals the owner of the shield by 5 HP.


Thanks to icybreaker for the names proposal.


Thank you for reading, that was my little dream moment. Feel free to comment so we, eventually, balance those cards.  :)

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