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Messages - Powerfrog (89)

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37
Issue Archive / Re: Adrenaline Acceleration = Heal enemy
« on: January 29, 2012, 02:59:29 pm »
http://elementscommunity.org/wiki/cards-life/adrenaline-epinephrine/

Around middle of the page.
It's nice that it's already noted but it's still clearly a glitch in the game that deserves to be looked at.

38
Duo-Decks / Adrenleration [Gravity & Life]
« on: January 29, 2012, 02:39:14 pm »
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55k 55k 55k 55k 55k 55k 55k 55k 55m 55m 55m 55m 55m 55m 562 562 562 562 562 562 5bs 5bs 5bs 5bs 5c7 5c7 5c7 5c7 5c7 5c7 8pn


The idea is simple. You accelerate an armagio and adrenaline him. In the first few rounds he will attack multiple times, doing nice damage and growing to be beastly very very fast. Once you have one or two accelerated armagios out, the rest are used for stalling the enemy. Advanced CC includes accelerating your enemies so they lose their ability, deal damage to you, and eventually die, it will take some prctice to know when it's worth doing this. You can also adrenaline these low hp accelerated enemies to kill them much faster and for less overall damage.

The uppgraded version is even better.
Hover over cards for details, click for permalink
Deck import code : [Select]
744 744 744 744 744 744 744 744 746 746 746 746 746 746 74i 74i 74i 74i 74i 74i 7ac 7ac 7ac 7ac 7an 7an 7an 7an 7an 7an 8pl

Your creatures grow even faster with the mighty overdrive, your armagios have 2 damage, making them noticabley better for pure adrenaline when you don't draw any overdrives, your armagios have slightly more hp for stalling, the extra quanta from towers speeds up play considerabley, adrenaline is cheaper also speeding up play and allowing a gravity mark.

Quanta always seems to be difficult to perfect, use of pendulums seems to slow down the life quanta significantly either way you look at it, and it's important to have adren as soon as possible, as the first few rounds of overdrive are when it does the most.

39
Issue Archive / Adrenaline Acceleration = Heal enemy
« on: January 29, 2012, 01:36:02 pm »
Hi. Recently thought of an adrenaline acceleration deck, to get hard hitters fast, it works great... Except one tiny problem. Sometimes one of the minor hits actually heals the enemy.

It'll do something like 3 5 -3. Your creature will still end with 7 damage, but it won't actually deal that, presumabley because the game isn't programmed to use the acceleration attack with changing attack inbetween hits. 

I believe it only does this at one or two stages from the transistion of 1 damage to 20+ damage, and it doesn't really nerf the effect much, but it's obviously a glitch so i thought i'd point it out.

40
Crucible Archive / Re: Red Herring | Red Herring
« on: January 29, 2012, 09:50:50 am »
Looks like a decent card that has situational uses making it better and worse than similar CC prevention already in the game. Great.

Would this include creature skills such as the virus' poison? Would it include positive things like blessing/chaos power?

I think a better change would be to make upgraded 1/4 and 2 quanta. Leave unupped as it is. This trades some tank ability for cheapness to replace, as 6 hp is a little high, and 3 quanta is a little high for a 1/4 creature.

Also: Possibly make field attacks direct to the fish for all creatures on the field. For example, you have 3 creatures and opponent plays rain of fire. Fish takes 2 hits and 3rd creature takes a hit. Boost herring's HP to absorb all the blows. Just a suggestion...

41
Anvil Archive / Re: Healing Pod | Healing Pod
« on: January 26, 2012, 10:22:56 pm »
I love that you gave it a secondary universally useful effect (purify).

But emoving poison from creatures is pretty rarely needed. And extremely rarely worth 9 life quanta.

So yeah... Don't think i'd ever personally put this in a deck unless i knew my opponent was using a bunch of creature poison, and at that point, it's probably best to just accept you're going to be poisoned and focus on faster damage opposed to curing them.

42
Cygnia / Re: Arc Lightning | Arc Lightning
« on: January 26, 2012, 10:16:26 pm »
Sounds pretty awesome, but realistically, too expensive to be useful.

Just out of curiosity, if theres one creature, it'll just kill it regardless of hp, right?

43
Anvil Archive / Re: Broken Mirror | Eldritch Mirror
« on: January 26, 2012, 10:13:41 pm »
Pretty overpowered by the looks of it.

I'm curious what the averagely played creature strength is in most decks. I'm guessing around or below 4. Get 2-3 down and it's game over, especially if combined with eternity on opponents current creatures.

44
Card Ideas and Art / Re: Frozen Hand | Frozen Hand
« on: January 26, 2012, 10:01:19 pm »
I think i'd prefer if it was a destroyable perm and drained water each turn (That could be waters new *thing*. With flooding being the kickstart.)

Definately an interesting mechanic, but i don't like the idea of a 'I play this card so you're screwed for X turns now.' Always give the opportunity to fight back.

I don't really like the name.
I don't want to over-complicate things by adding extra mechanics.

I fail to see how being limited to playing 1 card per turn is equivalent to being "screwed." Also, forcing people to pack PC to counter this card would only mean that this mechanic is inherently OP.

The name is staying, and the poll has nothing to do with the name.
It's a current mechanic in the game and would make the card require some sort of water generation instead of 2 supernovas.

Many decks rely on playing several cards a turn. Especially if you combo this with an eternity and butterfly'd creature. Take cooldown into consideration and your opponent is very much screwed. PC is multipurpose and a staple in most decks. It's a lot less OP than them literally having no way to get around the 24 turn chain.

I still dislike it.

45
Card Ideas and Art / Re: Frozen Hand | Frozen Hand
« on: January 26, 2012, 09:36:18 pm »
I think i'd prefer if it was a destroyable perm and drained water each turn (That could be waters new *thing*. With flooding being the kickstart.)

Definately an interesting mechanic, but i don't like the idea of a 'I play this card so you're screwed for X turns now.' Always give the opportunity to fight back.

I don't really like the name.

46
Forge Archive / Re: Eden | Eden
« on: January 25, 2012, 05:27:04 pm »
Been thinking and i thought of an overpowered use of this card. :)

Do a fractal worth of sparks play eden and chimera it. Eden is destroyed but chimera keeps the boosted stats.

Mark of  :life  4 chimera 4 fractal 4 spark 4 eden 9 :aether towers 5 :gravity towers.

47
Forge Archive / Re: Eden | Eden
« on: January 25, 2012, 03:58:18 pm »
Oh. Any pillar/spell/perm/creature at all? Then it sounds pretty pointless...

It might as well just be a +3 attack for one turn card, as that's all it's going to be 99% of the time.

And yeah 7 card is unlikely, that's the beauty of fractal, make it 3 cards, you've still got seven 8/3 creatures. But since the hp isn't going to last, seven 8/6 creatures (frogs) is much more likely. (And a turn or 2 later you could have an extra 8)

I think unmatterial and it's destroyed if the opponent plays a none life CREATURE would be far more balanced, but they also have access to explosion/pulvie/destroy. This would give it a good balance between 'just creatures' and 'EVERYTHING'

48
Life / Re: Favorite Life Duo, Yo!
« on: January 24, 2012, 11:41:26 pm »
Brb, making a  :life :earth deck!

(I voted air, because flying adrenalined staves is pretty awesome.)

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