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Messages - hendrydext (22)

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13
Patch Notes and Development News / Re: Elements 1.29
« on: October 01, 2011, 05:51:35 pm »
I've test Shard of Readiness that says that it lets  :time creature to use their skill immediately and twice. There is some miss (or bug or etc):
    When a SoR  :time creature is being Twin Universe-d, the duplicate cannot use its skill immediately. Is it on purpose? When Fate Egg got SoR and create two random creatures. The first creature can use their skill immediately. It means like SoR give effect to Fate Egg and its child..
Comment to the new batch 1.29:
Sooo Great improvement... So Happy...  :D :D
I am also happy, now Fate eggs now can work together with SoR. With random creature, the average atk is about 2*4 = 8 atk, with maksimum 30 (2*15) for ruby dragons. now fate eggs will be used with Shard of Serendipity. It will lead to an interesting random deck...  :D :D

About next shard:
I hope the other shards will be creative.. I hope zanz will not make permanent shard which attack player directly such as Shard of Void (one Shard is enough already). And, shard that increase cap of quanta sure is boring.

14
Water / Re: Shard of Patience
« on: September 27, 2011, 02:32:05 am »
I feel the card is still weak, if there are few characters it gives a very small buff.. Yet if there are many the "turn not attacking" is worse than the +1/+1. Well apart from counters to sos...


I'd up it even further to something like: "+2/+1, +3/+2, +4/+4"
I agree with this.
Notice two point:
1. If you have many creatures on the field, shard of patience will give a lot lot advantage, but it useless because u are almost to win.. So, Shard of Patience should not be played (except for some special creatures such as ball lighting or special event such as counter to SoS)
2. if you have only few creatures, it means only give small buff. It is also useless.

increase to "+2/+1, +3/+2, +4/+4". I absolutely agree. But, it means, the cost should increase too to 5 or 6.

I like Shard of patience because it is creative. It motivates deck with creatures, not like other Shards that motivate creature-less decks.

15
Light / Re: Shard of Divinity | Shard of Divinity
« on: September 27, 2011, 02:03:18 am »
Quote
I suggest: SoD give (22 + 3 * light emmiting creatures in the field) to max hp.
Except there are exactly zero light-emitting creatures that actually cost :light quanta in this game.  (Ironic, huh?)  What you're suggesting is literally a bigger buff to :air than it is to :light .
Yeah.. ironic...  :))
So, that SoD give (22 + 3 * light creatures in the field) to max hp.
It is better to this maybe..  :))

16
Light / Re: Shard of Divinity | Shard of Divinity
« on: September 26, 2011, 06:41:35 pm »
3 or 4 more HP for Light mark looks very weak. SoS really prefer Death element, SoR the same with Time. Here I didn't see it.
Maybe adding HP from SoD should depends on HP Light creatures on the field (max 30-40HP), or from Light quantum? Or maybe this Shard should also heal Light creatures?

Heal cost 2 :life and gives 20 HP (and possibility for EM).
SoD cost 3  :rainbow and gives 22HP (less chance for EM, You must use other card)
I absolutely agree with that.
SoD is rare card, isn't it? But in my eyes, it is look like normal card marks as other. Then, when it is compared to Heal, SoD has weaknesses.
In summary, SoD needs more buff and more "game breaking" feature like other shards. SoD also needs something that give more advatages to light..

I suggest: SoD give (22 + 3 * light emmiting creatures in the field) to max hp.
I means that more benefit to deck that use creatures of light. Also means luciferine is have more benefit here. So, it is better.
It is also motivate to creative and unpredictable game. More light emmitting creatures means more max hp will be added. It has more chances to game breaking. (but, setting up light mass emmitting creatures is also so difficult..)

17
Life / Re: Shard of Gratitude | Shard of Gratitude
« on: September 26, 2011, 06:28:19 pm »
Shard Gratitude is not quite good to be "shard" which is "rare" in that title. It is like just normal card with mark as "other".

When use by life, it is heal by 5. just differ 1 to sanctuary when be used by light. Other than that, sanctuary give more effect, so we can tolerate the 1 heal point to its effect..

In summary, to be good as "shard", SoG should be buff more.
I absolutely agree to idea to heal  :life creatures 1 point per turn..

18
Darkness / Re: Shard of Void
« on: September 26, 2011, 05:19:26 pm »
This is my opinion. When SoV brings to the game, there are some issues:
1. It will make the stall deck more than before.. This stall deck is creature-less and permanent oriented. In summary, it will lead to a boring game and not a creative deck to be.
2. There should not permanent that attack directly to player except weapon, right? So, Shard of Void means as "second weapon" which is cheating.

I think that the game should be more creature oriented rather than permanent oriented, because permanent oriented deck is owned only by pulvy, butterfly, deflag, and steal. So, I think SoV should orientated more to creature.

My Suggestion is:
SoV: half the atk power of targeted creature. The ability is now "corrupt". Then, atk +2 if darkness creature.
Corrupt: decrease opp max hp by its atk power.

With this, SoV is more "creature oriented". It is more creative because the power depends on targeted creature. SoV also can be used to "lobotomize" opp creature. SoV also needs creature to attack, so no permanent that acts like weapon anymore. It is more fun than before..

19
Patch Notes and Development News / Re: Elements 1.29
« on: September 25, 2011, 09:10:19 am »
I still protest on Shard of Readiness' limited usability and most importantly because it's Not Working As (I Had) Intended - it will NOT be used for its primary effect, it will be used as an in-element Adrenaline for Time, which is not unique and rather underwhelming - (oh, and for creating yet another terribly fast deck).
I agree with this. It is like adrenaline card for Time. SoR make big advantage to Time.. In other side, SoG never give more advantages to Life..

I still share the general feeling that Shard of Sacrifice is OP to the core. It should have a meaningful cost, and quite possibly be reduced to one turn (it still means, under current ruling, that barring the VERY few counters you are gaining two turns of safety - one of invulnerability, one thanks to the healing you got -, just like the old Sundial).
i agree again... I hate seeing enemy playing that and chaining that means 12 turns i cannot do anything good against that..
If it is used in arena, using 12 of that means 24 turns u cannot do anything good..
Means also that better not playing any creatures in the field, making the games very boring...

20
Patch Notes and Development News / Re: Elements 1.29
« on: September 25, 2011, 03:14:43 am »
is SoV is a bit overpowered?

I feel bad about it.. SoV will create a deck with "last hit kill". Just wait your opp hp to decrease to certain amount, then KabooM., such as spamming dragon blitz... It means that playing SoV is better than putting your creature on the field, because putting your creature on the field is risky..
It also means that there should be more permanent control..!! (why only deflag, steal, and pulvy... So many great Permanent cards goes to the field with less weakness and also cheap...)

I also think that there is no problem if flooding is only last for 3/4 turns rather than "permanently forever"..
And, the cost of deflag/explosion should be more!! Not fair if it is only 2/1 cost. 3/2 is better.

21
Patch Notes and Development News / Re: Elements 1.29
« on: September 24, 2011, 03:31:23 pm »
It flooded all but 7 before and it was widely considered one of the most underpowered cards in the game. The difference between 7 and 5 is subtle enough that it only affects some decks.

If you have a deck with few, no, or water creatures, flooding does basically nothing to you. Any other deck is weakened at least moderately. That is how flooding has always worked. Now it affects certain decks with a fairly good amount of creatures as well. As I said, it's a fairly subtle buff in this regard.

Then you mentioned SoP. Remember that you have to get a 6th creature onto the field for it to get the extra bonus, which either requires a stall with tons of creatures or a deck that can produce more creatures. And your creatures are delayed for one turn, giving your opponent time to adapt.
Yes, i agree with you saying that flooding is underpowered before. So, it should be changed.
I also agree if flooding sometimes affect nothing at all (make it stupid to play it in early game).

Maybe, now I do agree with this buff.
This will become one of my favorite stalling deck... (flooding + permafrost)  :D

22
Patch Notes and Development News / Re: Elements 1.29
« on: September 24, 2011, 01:23:26 pm »
Zanz, flooding buff is not the solution.

First, flooding with only 5 creatures on the field ruins all the creativity of mass creature decks such as pharaoh, firefly, mitosis, fractaling, graveyard combo, emphatic bond combo.
Plus, it is not only ruining, but also makes a gigantic additional shield.. So, it is like second shield.. works better than gravity shield which only block enemy creature's attack, but also kill enemy creatures, like pandemonium or fire storm effect..
Then, it is very super duper cheap..
Then, it is only works for enemy creature (if your deck was water). Water creatures in players field not affected.. Ridiculous effects..
Then, make it combo with Shard of Patience, make it more more dangerous.. (but flooding can work alone which is ridiculous also).

Zanz.. Think about it... It make more players tend to build only a single creature in their field to win, such as:
deathstalker+unstoppable+adrealine+Quint Essence..
Which is ridiculous deck i have found in many pvp, and make me sick..

Think about it zanz.
Make flooding work for 5 creature will make your elements the game ruins.

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