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Messages - PuppyChow (1577)

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1489
Card Ideas and Art / Balance suggestions
« on: December 15, 2009, 10:10:28 pm »

Heal
I like the card but the name should change if it functioned like that. I don't see "heal" removing poison. If it only healed 30 and nothing more, it would make more sense.

Miracle
Ok, I'm totally against this. The coolest part of Miracle is when you play it when you have only 1 HP left. "It's a Miracle!!!". This new card would heal 1 HP in that situation. I would probably make it heal 60 and remove all poison.
Here, I was looking for some ways to add more counters to poison. The best solution would probably be to create new cards with this ability but creating new cards takes time whereas balancing is very quick (all the changes I suggested probably require less than 3 hours of work from Zanzarino). That's pretty much why this thread is all about the second solution.
Now if you consider that we're only talking about card changes and no content creation, the first obvious change appears to be Heal cause for now it's seriously underpowered.
Adding a "cure poison" effect to Miracle made sense too but I had to do something to nerf the healing part on the other hand. Right now, I find the card very close to be OP, mainly because of its synergy with Shard of Divinity (6 x Shard + 6 x Miracle = potentially more than 1000 HP healed). The suggestion might not be the best idea of my life but I found it fun when I wrote it:
* the synergy with Shard of Divinity remains
* the effect is similar to the old Miracle, as soon as you cast the spell when you have 50% health (instead of waiting for 1 HP left)
Also, notice that I'm aware that this is a serious nerf here. That's why I lowered the cost of the card.
Back on topic, here. Mainly about the Miracle nerf.

Your example with SoD and Miracle is completely off base. I run a fully upped SoD + Miracle + Sundial + Flying Glories + Explosions (mark of fire) in pvp, and while it is viable, it does not need to be nerfed. At all.

1) Usually, you have to start miracling when you've played only 2-4 shards of divinity, and by then the opponent usually has 40+ damage on the board. Since this uses up all your light quanta, you're hard pressed to then gain the light needed to play miracle again while at the same time playing more glories and animate weapons.

2) Permanent destruction (which many pvp decks have) is VERY dangerous, especially pillar denials.

3) Speed poison can usually out damage you. (Kill you before you can kill it; if you play a glory, you likely won't have the quantum for miracle, but if you don't play a glory, you can't kill it). Granted, sod + miracle can *sometimes* win against it.

4) Since this deck relies on a slow death, good rainbows can usually kill you too. Even though they can't kill any of your weapons, the bone wall still stalls for awhile. And rainbows can easily get 100+ damage on the board.

5) The whole healing half your hp thing. So you're saying I can would only be able to get half the use out of it I once did? For what? Not taking away all my light quantum? No thanks. If the whole heals only half your hp thing happened, miracle + sod + flying glories would probably not be viable anymore.

6) As mentioned in other places, not even purify slows speed poison down very much. So only halving it is kinda... meh. Even against speed poisons with a sod + miracle deck, I would rather have the full health heal rather than a 50-110 (at absolute best) heal and my poison being halved.

7) Lowering the cost of the card does nothing, since you also made it so it must be played earlier to have full effect. And even then the effect is not as good.

Sorry. I just don't want to see a deck that is viable but not OP go down the drain.

1490
Card Ideas and Art / bombs
« on: December 15, 2009, 10:10:28 pm »

I have thought of a similar set of cards before. This is a coincidence, but you're not the first person to think of 0HP Immortal creatures.

For those who don't get it, the Immortal is to prevent you from making the creatures permanent via Blessing or Plate Armor.

http://elementstheforum.smfforfree3.com/index.php/topic,1045.0.html



Tornado: 9/0 (6 Air)
Immortal: Tornado cannot be targeted.

Hurricane is not really a mob generator, since Tornado dies after 1 turn. To prevent you from using Blessing/Armor on Tornadoes to make them permanent, I made them Immortal; but that way, they're not affected by shields and such. Immortal can also be called Immaterial, which fits the theme of wind and such.
And no, this is different from a more powerful Dive. Each Tornado attack can remove a Bone Wall, while Diving cannot.

So basically, an even more OP dive than it originally seems since it also removes a second bone? XD.

All these 9/0 stuff needs to stop. I like the card idea, but would rather have the created tornado 5/1, not immortal, and have a passive ability where there is a 3-10% chance every attack the opponent's shield be destroyed (or blown away :P). Maybe even as low as 2%. (Low percent because you could potentially have a board full of them attacking).

1491
Card Ideas and Art / bombs
« on: December 15, 2009, 10:10:28 pm »

Basically a better version of spark...?

1492
Trio & Quartet / Unstoppable Dive
« on: December 15, 2009, 10:10:28 pm »

assuming at the deck at 30 cards mean that ur a speed deck, so what are the sundials doing here?
dive+parrallel is still a better option, but thats a good try to make a good deck
At the moment, they are primarily for draw power early game; and occasionally for stall.  If I can use them to get a few extra quanta in the first two/three turns,  I can have something well setup by turn 4.
If Im not mistaken, u only have 3 of those  which is pretty unstable. Most would prefer more reliability for more card draws
How exactly is it unstable?  I usually draw at least 1 in my opening hand (there's a 1 in 3 chance when you draw your first card).  The only issue I have is the timer shield, but thats not usually an issue.
You're confusing 1 in 3 with 1 in 10. On your first card, you have a 10% chance of drawing it. Overall, you have *about* (I don't feel like going through the math) a 7/30 chance of drawing a single sundial in your hand, which is about 23.33%. Since you have 3 chances at this percent, you *should* draw a sundial in your hand about 70% of the time.

(Correct me if my math is wrong :P).

Overall, I like the deck.

1493
Entropy / werewolf deck
« on: December 15, 2009, 10:10:28 pm »

So, how do you immortalize your creatures?  ::)

1494
Deck Help / Deck of Shards Rainbow Deck
« on: December 15, 2009, 10:10:20 pm »

Put [ IMG ] (link) [ / IMG ] without the spaces.

To get a screenshot of the deck, take a screenshot (Control + Printscreen (upper right corner) for windows).
Go into paint, paste it, and save it as a .jpg
Go into a photo editor, edit it and crop it.
Go to tinypic.com and upload it.

Anyway, add a miracle? Maybe?

1495
Trio & Quartet / Zero-Pillars Zero-Permanents Six-Scarabs
« on: December 15, 2009, 10:10:20 pm »

Maybe a TU instead of one of the Chaos powers? Or even 2 TUs?

That way you could play all your blessings/remaining chaos powers on a single scarab and TU it.

1496
General Discussion / Is there a printable card list somewhere?
« on: December 15, 2009, 10:10:20 pm »

I made this quick & dirty table for you:
http://elementsthegame.wikia.com/wiki/User:Chriskang/Sandbox/8

Hope it helps.
I have no idea what kind of printer or word processor he has (mine could print that), but he asked for no images. You used the little element symbol circles :P.

It's still a good table, though. It's the thought that counts >_>.

Oh, and about the buy/sell prices of upped cards... How does an Aether Tower, for instance, cost 1734? Is that what the price WOULD be based on a ratio gotten from the other cards? Or did you find those values in the code?

1497
General Discussion / Wtf are all the veteran players doing?
« on: December 15, 2009, 10:10:20 pm »

Not sure if I'm a veteran, but I keep coming up with crazy new deck ideas and therefore am busy testing them in pvp/T50 or farming gods to upgrade them most of the time.

No time for Chriskang's challenge, which does nothing to actually advance my actual account. School/sports/friends keeps me busy, too  :-\.

1498
General Discussion / Mark Card?
« on: December 15, 2009, 10:10:19 pm »

stymie how many of those do u have
can u become a rare farm for those
like put them all in your deck with pillars and one other rare
Honestly, I hope she doesn't. They are ultra rares and should stay that way.

The few people that have them should keep them for themselves. Sort of as a status symbol to say "Look how long I've been playing the game!"

It's not like they help much. At best, each is just an untargetable pillar.

And she only has two, anyway.

1499
False Gods / false god speed decks
« on: December 15, 2009, 10:10:18 pm »

Let's see:

All gods have 200 life.

Gods with critter control:
Seism (rewind+your quantum go boom, making it a kill spell)
Rainbow (Too many to count)
Graviton (Gravity Force, Otyugh, Firestorm)
Scorpio (Congeal, ice shield)
Chaos Lord (Congeal)
Hermes (Firestorm, fire lance, firewall)

Gods with miracle in their deck (aka GG your rush)
Miracle
Morte
Rainbow (!!!!!)

Gods with lifedrain:
Incarnate.

Anything I missed here?

Trying to rushdown a God is just plain stupid.

While I agree rushing a God is generally stupid, Chival once had a flying fahrenheit deck at 40 or so percent, I think. I don't know the details though.

You didn't even mention Gemini (Phase shield/electorcutor) and Firefly Queen (fire lance, and empathic bonds healing him to full health after every turn).

And for a few of them, you missed the main danger. Morte probably wouldn't get enough light for miracle before you killed him, and he would probably not even draw one. However, the bone walls and plagues still make the strategy bad. (You forgot Morte's creature control via plague).

Also, if you got a creature high enough (even 10 plus, really, though I don't know the exact number), Chaos Lord will mutate your own creatures.

Same with Incarnant. The life drain isn't so much a problem as the bone walls.

Still, I agree that type of deck isn't practical against all gods, but it would have a chance at beating Firefly Queen and Miracle.

1500
Rainbow Decks / Outcasts
« on: December 15, 2009, 10:10:18 pm »

I am now farming gods with this rainbow. So far, it has about an 85% winning percentage.  :o.

Don't knock it till you try it >_>.

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