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Messages - Waerloga (48)

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13
Aether / Re: New Card: Fractal / Fractal
« on: March 15, 2010, 09:49:25 pm »
Been tinkering with this in the trainer... getting up to 15 ball lightnings on the field in one go is a blast, to say the least :)  Beyond that I don't think I'd use this, but I'm not an aether player either.

14
Game Suggestions and Feedback / Forum link in trainer
« on: March 15, 2010, 09:44:25 pm »
Can we get a link to the forums in the trainer?  1 minute fix :)
Thanks!

15
Game Suggestions and Feedback / Saving sound/graphics preferences
« on: March 01, 2010, 06:22:52 pm »
Every time I log in I end up going to settings to turn off the sound, and I imagine some people also tinker with the quality.  I would prefer if these preferences were saved so I did not have to do this every time I login, either by a cookie or bound to the account used to login :)

That is all.

16
Game Suggestions and Feedback / Re: non-upgradable cards
« on: February 09, 2010, 01:33:20 pm »
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In my opinion, non-upgradable cards are cards so rare and powerful that they cannot be upgraded to become more powerful.
I tend to agree with that idea as well.  By making non-upgradable cards in the mid-range between basic and elite, it seems to render the unupgraded cards pointless except for as a basis for upgrading.  That is, if every mid-range card was, in fact, a compromise between the basic and upgraded version in some regard.  If you can parse that.

17
Water / Re: Arctic Squid / Arctic Octopus
« on: February 02, 2010, 05:06:09 am »
Is this going to be purchasable in 1.19?  The beta doesn't list it in the bazaar.

18
If this was implemented, I'd use it :)

19
Issue Archive / Re: Liquid Shadow and Momentum
« on: January 27, 2010, 09:30:27 pm »
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There is a diffrent between ability and stauss.
Huh.  I wasn't aware of that.  Weird.
Case closed then!



20
Issue Archive / Re: Liquid Shadow and Momentum
« on: January 27, 2010, 06:52:13 pm »
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And what is exactly so strange about it? Momentum is to ability as Millhouse is to meme.
Well, liquid shadow is supposed to remove skills from a creature in exchange for the vampire ability.  I'm pretty sure that it removes momentum from a sapphire charger, as an example, so shouldn't it also remove momentum cast on, say, a crimson dragon?

21
Issue Archive / Re: Liquid Shadow and Momentum
« on: January 27, 2010, 04:24:32 am »
:)  That's exactly what I meant.  Sorry!

22
Card Ideas and Art / Re: Some card suggestions
« on: January 27, 2010, 01:38:20 am »
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When as death would you need that much quanta?  Also, Sundial is far better than Stasis, unless I misread something. Sundial: Hasten + Card draw for < playing cost of Stasis w/ no draw?  I'd most definitely use Phantom though.  Phantom + Otyugh is almost like Eternity + Photon, except with more damage and cost.
I don't know - I think adding cards that aren't necessarily dealbreakers
and especially cards that could help single quantum decks fare better would be good in general.  But for the sake of argument, I often find it difficult to put out multiple bonewalls, graveyards and cast aflatoxin playing a rainbow deck.

My idea with statis is that no creatures or permanents can be brought into play.  Sundial simply prevents creatures currently in play from attacking.

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Hasten: Precognition is way better.
It serves a different purpose.  I guess I'm kind of thinking in the vein of being able to force your opponent to draw cards.  I like the idea of being able to burn a deck when someone has 300 skeletons, empathetic bonds and shards on the table in a 30 card deck.

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Sacrificial Altaïr: If this isn't usable more than once per turn, it's rediculousely weak. If it is, then...
I intended for it to be usable more than once per turn, like a... that green card that has photosynthesis that I can't remember the name of right now :)

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Ball Lighting: Upgraded Spork is called that. Also... well, if the enemy doesn't have Aether, he ends up with a 3/1 you practically funded.
I was trying to come up with an idea for an exchangable lightning bolt.  My original idea was for it to get progressively stronger as it goes from player to player, whittling down HP.  Thoughts?

I like that most of the suggestions aren't for whether or not the abilities or ideas are bad, but perhaps the costs need to be adjusted a bit.

RE: Paladins
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And if there are no Skeletons, then what can I do with this card? Get it in rear?
Then it is still a creature and can be used as such.  But it has the ability to be used in a deck with skeletons for its own bonuses, or to use for destruction of other skeletons, since many decks contain graveyards.

23
Card Ideas and Art / Some card suggestions
« on: January 26, 2010, 05:17:34 pm »
I had a small document on my desktop for cards I thought might be interesting, only to come here and realize that most of them were already duplicated.  Some of them were even recently introduced into the game, like Black Hole and Unstable Gas, that even had the same NAMES I had came up with.  It's an eerie world we live in, folks!  Other than a "Fate Goose" that would lay Fate Eggs, that I can't see ever making it into fruitrition, here are a few measily suggestions.

In general, I'd like for there to be a redundancy for creature, shield and weapon abilities as spells (for example, there is deflagration for pulverizer and earthquake for trident, thunderstorm for fire shields, but no "lobotomize" spell for mind flayer/lobotomizer).  Other than that, just tossing some ideas out there.


Merger
Spell - 4 entropy
Target two creatures that you own.  Their attack and health are added and become a new creature.  Previous abilities are removed, but poison etc. remains.

Sprite
1/1 creature - 4 life (3 upgraded)
Adrenaline

Bonfire
5/1 creature, 2 fire
Bonfire gets +1/0 for every bonfire in play (+2/0 upgraded)

Statis
Permanent - 5 Time (4 upgraded)
Ability: 1 Time - Statis.  For 1 turn, no permanents or creatures can be brought into play.  This card is destroyed next turn.

Hasten
Spell - 2 Time (1 upgraded)
Target player draws a card

Flesheater
1/2 (2/3 upgraded) - 5 death
Ability: Consume.  1 darkness.  Deal 1 damage to target creature, Flesheater gains +1/0.

Phantom
4/1 creature (5/2 upgraded) - 4 death (5 death upgraded)
Ability: 1 death - if phantom is destroyed this turn, it becomes the top card of your deck.

Sacrificial Altar
Permanent - 4 death (3 upgraded)
Ability: 0 - sacrifice.  Convert 1 health to 2 death quantums.

Lobotomize/Psionic Wave
Spell - 2 aether quantum (1 upgraded)
Remove all abilities from target creature
(Simply a spell version of the Lobotomizer or psionic wave ability)

Baptist
2/2 creature (3/4 upgraded) - 5 light
Ability: 2 water - Baptize target skeleton.  Baptism destroys targeted skeleton and generates a knight on your side.

Knight
1/1 creature (2/2 upgraded) - 3 light

Paladin
3/7 creature - 6 light
Ability: Blessing.  5 light (4 upgraded).  Target knight gains +3/3.

Piety
Spell - 3 light (2 upgraded)
All creatures become light
(Death or darkness creatures lose the bonus of nightfall)

Sacrifice
Spell - 6 light (5 upgraded)
Destroy target creature.  Its health is returned to its owner.

Ball Lightning
0/1 creature - no casting cost
Ability: 1 aether - Ball Lightning gains +3 (5 upgraded)/0 and is given to your opponent at the end of your turn
(The idea here is basically a Spark that can be thrown back and forth between players if/when the opportunity arises.)

Contract of Souls
Spell - 5 Darkness (4 upgraded)
Opponent must pay a tax of 1 random quantum for every creature they have in play.  If opponent cannot pay the tax, it loses a creature at random for every quantum they cannot pay.

Unfaithful
6/6 creature - 3 darkness (2 upgraded)
Unfaithful deals 1 damage to its owner each turn

24
Game Suggestions and Feedback / Re: Upgrade cards in deck
« on: January 26, 2010, 06:01:46 am »
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I definitely see this becoming a hugely popular request. I can't believe I didn't think of it before! Good call, Waerloga.

Just for the sake of recording this idea, how exactly would this work? Have your deck be visible in the "Upgrade" screen? I think that would be ideal.
Thanks!
Yeah, that's more or less what I was thinking.  I can't imagine too many people are upgrading cards that they aren't going to be using in their decks, so even swapping out the manage inventory for your deck would be fine for me personally :)

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