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Messages - hendrydext (22)

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1
Game Suggestions and Feedback / Re: [POLL] Which Cards are Underpowered?
« on: January 26, 2012, 01:29:01 pm »
I can vote for all of them...

Lame spells: thunderstorm, holy light, purify, shard of patience.. Purify is situational (can help when poison counter too much) but sometimes poison is continuous. After using purify, next turn you got poison again. duhh.. Also, it is water cost. Shard of patience.. What spell is that.. 0_o Hahahaa.. Make your creature stop. Very slow.. Holy Light, most of the time is used to heal hp (10 hp.. so small).. Thunderstorm.. Just 1 damage....

Lame shield: Gravity shield, solar buckler. Most of creature pass through grav shield, because its hp is 5 or below. If you count, maybe only 10% of creature that will be blocked. Solar buckler only help to reduce 1 damage, and cannot be synergy with sanctuary

Lame creature: death nymph, water nymph. Those nymph are too slow comparing to the effect that needs to be quick, instead using them, better to use nymph tears or alfatoxin directly.. Grav mercenary also weak and expensive. I think i never use in in elementsthegame till now..

Hope Zanz will listen and do something..
Only him the savior for the game...



2
Nerf This Card! / Re: [POLL] Which Cards are Overpowered? 1.29
« on: January 25, 2012, 02:03:13 pm »
OP: earthquake, Reverse, "SoSucK", Black Hole
All of them is denial card. Very cheap. Very Strong.

Simple solution: increase the cost..



3
Gravity / Re: Shard of Focus
« on: January 01, 2012, 06:46:20 am »
About balancing, i think that "make a permanent disappear for 2 turns" instead "destroying permanent" will do, and also will fit better with Gravity theme.

The other effect, i think it is just fine as it is because of definition of accretion from http://en.wikipedia.org/wiki/Accretion_%28astrophysics%29 (http://en.wikipedia.org/wiki/Accretion_%28astrophysics%29). So, there are things that should NOT be removed form this effect:
1. accretion means "grow". So, its hp should increase when it "eat" something..
2. accretion means "massive". So, its hp should be big (very big).
3. accretion means "black hole" as its center. After it "eat" enough, the one left should be the center that is "black hole".

But there is something missing:
1. accretion means "attract" more matter. But, there is no the thing like that. Hm, except for the permanent that is attracted (destroyed).
2. accretion means "spiral" or "neighbor". But, neighbor seems fine..
3. The name is Shard of Focus, but there is no effect to focus.. 0_o

And, i just think that fractal and mitosis should not be allowed to used with SoF.

4
Patch Notes and Development News / Re: Elements 1.30
« on: December 30, 2011, 06:36:01 pm »
I am happy seeing Zanz coming back.

:) :) :) :) :) :) :) :) :) :) :) :) :)
:) :) :) :) :) :) :) :) :) :) :) :) :)
:) :) :) :) :) :) :) :) :) :) :) :) :)

For SoF: why "destroy permanent"? I just think for other effect that suit for Gravity such as "make permanent disappear for 2 turns".
Destroying permanent is so evil i think..

But, overall, for other effect for SoF, i just like it...  :) :) :) :) :) :) :)

5
Patch Notes and Development News / Re: Elements 1.29
« on: November 30, 2011, 03:58:01 pm »
*leaves*
You can not leave Napalm: Elements needs you; besides,  if you leave you are going to miss the creation of the next fire card and that is the first item in my "to do" list after I am done with the shards.
2 months has passed..
There is no progress yet...

*leaves*

6
Forge Archive / Re: Dam | Hydroelectric Dam
« on: November 05, 2011, 02:21:31 am »
I like the idea of earth and water synergy.

But, why can dam produce creature?  (because I think that this is weird.)
And, why can dam produce aether quanta?? (another permanent that produce quanta beside pillars??)

7
Crucible Archive / Re: Metempsychosis | Metempsychosis
« on: November 05, 2011, 02:02:21 am »
This card is interesting.  :)

but, i think the cost is too bit much, because this card is rather situational (should be test though).
I think this card should cost like sundial cost.
unupp: 1 life quanta
upp: 1 any quanta.

Then, i think the name of the card should be easier to understand, such us
revitalize, or
refresh.

Metempsychosis is too complicated..

8
Crucible Archive / Re: Portal | Portal
« on: November 02, 2011, 06:57:08 am »
I really like this card.

Very creative.!!!

This card is rather useless if the opp summons weak creature such as leaf dragon, etc. So, it is quite random to get the big advantage.

But, to think that the AI is stupid, this card is really really really really really great, unique, creative, interesting.. !

9
Aether / Re: Shard of Conscience
« on: October 08, 2011, 04:33:35 pm »
This shard is really boring..

If you want "denial". There is a lot of it.
Black Hole. Devourer. Earthquake.

This shard is not worth to have "shard" title.

It is worse than a flooding, denial of mass creature. "Have mass quanta, I am not scared of your mass creature..," it said.
It is worse than BlackHole. BlackHole is quick, denial and also healing..
It is worse than devourer. Devourer steal quanta, make enemy cannot use it, and also quanta generator.
It is worse than earthquake. Earthquake decrease the production, and this shard is only limit the production. Enemy still can produce it.

This shard is only limit the cap of quanta. Not useful in so many situations. Enemy can still use their card, so there is no denial.
And this card also have to played as many possible in the field. more card, more powerful. Very difficult to setup.

It is ok to make this card as NORMAL card.. But, i think "NO" if this card become a shard.
But, there is also limitation to this card, even to be normal card.
If this card effect became too powerful, such as "limit quanta to 0"!!
Then, the game will be very boring. (Consider if enemy use this card also, then no player can use the card, because the limit is 0).

In summary, I think this card should not be released.
Thank you for attention. CMIIW.

10
Patch Notes and Development News / Re: Elements 1.29
« on: October 04, 2011, 08:27:57 am »
Dimensional Shield + Protect Artifact give more advantages:
- playable
- no quanta loses.
- synergy with healing.
- 3 turn life saver (1 turn more than SoSac)

Then, why we should use SoSac anymore??
Maybe I am wrong. Please someone tell me a deck that really get the most benefit of SoSac..

About SoR: I think SoR needs a buff on it non-time use. Now it is underused and It will stay this way if nothing is done against that.
I think SoR is strong enough to use on non-time creature such as: mitosis creature and creature that use many quanta (such as nymph) or maybe creature that use quanta that there is not in main quanta.. So, SoR is quite strong card depend on the strategy.

11
Patch Notes and Development News / Re: Elements 1.29
« on: October 03, 2011, 02:59:56 pm »
I have tried it in beta. Yes there is unpredictability, your opponent could be under 11|9 attack and jump without warning to over that knocking you below 40|32 hp. Have you considered the power of using Sundial to delay while the opponent increases their fielded attack to above the threshold? Alternatively you could include some of the generic quanta cost instant healing like SoD or Holy Light (timing dependent on mark).
If it is use with healing, such as SoD + SoSac, then it is slightly equivalent with dimensional shield +protect artifact.
Playable but rather not very useful...  :(

12
Patch Notes and Development News / Re: Elements 1.29
« on: October 03, 2011, 10:56:03 am »
im not fan of the new SOR.. use a time ability twice? big deal? 5 time creatures to use that with? scarab, pharoah, nymph, deja vu, and fate egg... or a possible mutated creature thats time with an ability... more or less nerfed it to useless for time imo. also the huge health loss for SOSac i think is too much now to use. 20-30 was acceptable but 40 is way too high.. near half your life to stop more often than not (early game) less than 40 damage.. better off just taking the damage and using healing methods as usual.
Why would you be using SoS in the early game? SoS costs 40|32 hp and becomes efficient if your opponent fields 11|9 attack. If the opponent has not breached this threashold then it will take them a minimum of 6|9 turns to prevent you from using SoS. The 6th|9th turn is not early game in my opinion.
I am agree with Bored Ninja..
I have tried SoSac in beta. SoSac is not "playable" because of its high damage (This issue has been there even its initial damage is 30. I think 30 is high).. It is not about attack 11/9. Playing SoSac is never predictable.. What if the enemy summon monster with ?/? atk in next turn so you have hp below 32 in your turn, then SoSac is not playable anymore...

You should try it in beta too..

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