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Messages - PuppyChow (1577)

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1525
Forum Archive / A completely different god deck!!
« on: December 15, 2009, 10:10:08 pm »

^ No, pillars would in the long run generate more. And if you had Brimstone Eaters, they would be easily killed by most gods or never hit due to shields that save 2+ damage.

On an unrelated note, why do you use multiple accounts? :S.

1526
Forum Archive / A completely different god deck!!
« on: December 15, 2009, 10:10:08 pm »

I had thought it would be fun to try and see what happened, so I did (against L3, I think), and it worked. >_<.

1527
Forum Archive / A completely different god deck!!
« on: December 15, 2009, 10:10:08 pm »

I can attest to that. I'm surprised how many people didn't know that :s.

1528
Forum Archive / A completely different god deck!!
« on: December 15, 2009, 10:10:08 pm »

I approve :D. I have a deck basically like this but never thought it could win against FGs :-\.

1529
General Discussion / I think upgrade prices are too...
« on: December 15, 2009, 10:10:08 pm »

It's really not too much grinding. I can get about 4-6 upgrades an hour if I really try. I agree with other posters that the price should be based on the card.
So if you want to try a new upgraded 30 card deck with new cards, you need to grind for 5-6 hours non-stop? You don't think that is too much?

This card collecting and rare hunting is a big part of CCG's like MtG, but the difference is that they are in it for the MONEY. Elements however is a FREE game so there shouldn't be any grinding. This whole grinding crap was invented in MMO's because developers couldn't design enough content and they had to force players to grind. Somehow this mentality of "it's ok to grind" has been adopted by the gaming community.

If I had my way, there would be no money, no rare cards, or no grinding. We could have a system where you would "unlock" cards, and once you've unlocked one of them, you can use as many as you like in your deck.

This game should be about building different decks, not grinding money to buy cards.
Yes, I actually DO think the grind should be 4-5 hours. Heck, maybe even longer. I play A LOT of Fire Emblem: DS online, and let me tell you, to make a competitive team, you have to spend hours upon hours of clock abusing or rng abusing to get max stats. Not to mention the hours of arena abuse for money to forge good weapons, and the weeks you have to wait to get brave weapons from the online store (each brave is only available for one weekend a month). I would say that I have 3 competitive teams online, and each of them probably took upwards of 70 hours to make. So no, a 4-5 hour grind is NOT too much.

Though in my system, if upgrades were based on the card, it wouldn't take 4-5 hours. Some cards, such as pillars, should only cost 1000 to upgrade, but others, like Pulverizor (which has an amazing upgrade), should cost 2000. So the grind would depend on which cards you were using.

A problem with your idea (I saw your post farther down, too) is that many noobs would quit early because they wouldn't be able to unlock the first card, as the starter decks generally suck. Unless you had a list or something of which cards were harder to unlock and such.

Also, using as many as you want would be REALLY cheap. Here's what I would do:
-Get starter poison
-Unlock the card "Poison" if needed
-Deck: 20x poison, 10x bone pillar

Obviously, no card limit would make the game even MORE unvaried, and if you HAD a card limit with your system getting started would be VERY slow. There would also be very little replayability once you unlocked all the cards.

1530
General Discussion / I think upgrade prices are too...
« on: December 15, 2009, 10:10:08 pm »

It's really not too much grinding. I can get about 4-6 upgrades an hour if I really try. I agree with other posters that the price should be based on the card.

1531
General Discussion / I think upgrade prices are too...
« on: December 15, 2009, 10:10:08 pm »

Alright. I guess I misunderstood your idea.

But if you've ever played Fire Emblem: DS, you'd know the grind is horribly long. It basically consists of resetting your DS hundereds, sometimes thousands, of times to just get the set of stat ups you want for one level up.

And it makes you feel like you've accomplished something much better when you're done. Sure, you could hack the game to get the same stats you would get by rng abusing, thus eliminating the grind, but where would be the sense of accomplishment in that? I dunno, from your idea it seems that I wouldn't feel like I'd accomplished much. I felt proud the first time I finished upgrading a deck, and winning all the "quests" just wouldn't feel the same.

But if you really hate the grind THAT much, go ahead and hack your deck full of upgraded cards :P.

1532
Deck Help / interesting rainbow deck ideas...
« on: December 15, 2009, 10:10:08 pm »

For the quantum denial deck, maybe take mark of Darkness. That way, you will be able to get a Pest out early even when you don't have a Supernova in hand. Maybe add one Black Dragon to take advantage of a Darkness quanta buildup. Blessings sound good for using the Light quanta.
How would you ever pay for Supernova? :S

1533
Deck Help / interesting rainbow deck ideas...
« on: December 15, 2009, 10:10:08 pm »

That would slow the deck down tons. You would need at least 2x Nova, 4x Supernova for maximum quantum and that means you would have to search your deck for both regular novas. Which would very easily screw you over. Exchanging it for 3 Novas would still make it easy to get screwed with, and you would only generate 9 quantum instead of 12. For each supernova you would exchange, you would lose 10 total quantum. That makes the deck VERY slow and you wouldn't get as much damage.

All in all, entropy mark is required.

1534
Card Ideas and Art / We could use some new pillars...
« on: December 15, 2009, 10:10:06 pm »

(from another thread)
Problem with these dual pillars is that they are too random. We should try to avoid luck element, not reinforce it. Instead of being random, dual pillars should produce one of each quantum but how would you balance them?
How about making them quanta-generating permanents (possibly 0-cost) giving one quanta and having an active ability to convert one quanta to another element?
Something like:
Cyanide
Each turn is generated.
: Convert
Generate .
I actually think it depends. If it were generate one random quanta into the chosen element, it would be entirely unbalanced unless it could only be done once per turn. One quantum pillar would be able to generate three of the chosen element on top of the other element gotten at the end of each turn.

1535
Card Ideas and Art / new programming change
« on: December 15, 2009, 10:10:06 pm »

I'm with Jmizzle on this one. Empathic bond on a creature would simply me too game breaking, as would immortalize. How do you counter an Armajio (sp?) with Empathic Bond? You simply couldn't, save for reverse timing it or mutating it (adding even MORE incentive to use druids). What about a 14/6 dragon with deja vu? You could 2x fire storm it, devour it, lobotomize it and then sundial, ignore it because you have a 100 strength bone wall, mutate it, reverse time it, etc.

A 14/6 dragons are not gamebreaking. Miracle regularly gets 24/24 light dragons on me, and they aren't that hard to deal with. Just reverse time it or mutate it then devour. Heck, I've even 2x fire bolted it and then ate it :s.

What about a bone dragon with immortalize? You would only have one turn to counter it, unlikely, before you're screwed.

With empathic bond, there's a reason it's only a spell. Getting even two empathic mutations would be game breaking, as since that assumes you have a fallen druid it is much harder to kill them. With empathic bonds as a spell, they can be stolen, destroyed, etc. With them as a creature, the only viable option would be to fire bolt it, as most mutants have higher than 3, or even 6 health for 1-2 fire storms. Devouring wouldn't be an option as if you have a fallen druid you're most likely mutating any otugh that the opponent gets to prevent the druid from being eaten. The only other solution besides fire bolt/ice bolt/drain life would be eagle eye, but the eagle eye would never get in that situation as your druid would be killed.

Overall, having all card spells as permanents would be entirely broken. Graveyard, hasten, blessing, empathic bond, earthquake, gravity pull, etc. would all be horribly OP with them as creatures.

1536
Card Ideas and Art / New card idea: Icarus' Potion
« on: December 15, 2009, 10:10:06 pm »

I had a card like this, but I had called it updraft and it would only work on 5 attack or under creatures. In other words, I approve of a card that gives the target the dive ability :P.

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