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Messages - loadquo (63)

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49
Patch Notes and Development News / Re: Elements 1.29
« on: September 20, 2011, 04:29:25 pm »
If the Shard of Sacrifice is going to stay as is, I'd like to see some of the other shards act as counters. Perhaps an Earthern shard of steadfastness, a permanent that when activated stops your creatures attacking (and gave +1 HP to earth creatures or some other useful effect). It would be useful against antimatter, fire shield and also voodoo doll decks, so not completely useless in the current meta. Also it might enable you to control for EM as well.

Also I'd like to see healing cards be able to be played on the other elemental. So that people can take advantage of the swapped nature of the healing.

SoR does seem a bit overpowered from having played around with it a bit. Not sure what to do about that though.

Edit: Also another counter would be a death themed shard that reduced the efficacy of all healing by 50-75% for a couple of turns. There is no current way to reduce healing which is why it is so strong.

50
Deck Help / Re: Hoardes of the Veil - Life/Death/Time
« on: September 16, 2011, 08:28:14 pm »
Problem, not enough life quanta.
Yeah, take out the two scorps and a bond and add in two pillars it works better. Early oties kill it though.

51
Deck Help / Re: Duo Death/Gravity deck for Arena
« on: September 16, 2011, 08:11:23 pm »
Is it called Death - Gravity? I think its a bit more Dark - Gravity xD
Oops yeah. Edited.

52
Deck Help / Re: Hoardes of the Veil - Life/Death/Time
« on: September 16, 2011, 08:10:10 pm »
Here try this:

Hover over cards for details, click for permalink
Deck import code : [Select]
52i 52i 52i 52i 52o 52o 52o 52o 52o 52s 52s 52s 52s 5c4 5c4 5c6 5c6 5c6 5c6 5c6 5c6 5c8 5c8 5de 5de 5de 5de 5de 5de 5de 8pk


It kinda works. It is a poison stall based on your deck, with the time stripped out.

53
Trio & Quartet / Order in the earthern court
« on: September 16, 2011, 06:46:38 pm »
Reading the time to win thread I noticed order in the court (http://elementscommunity.org/forum/index.php/topic,1627.0.html). Now that wasn't rushy enough for me so I decided to add more rush. Cremate and golems had been done, so I thought I would try more reliable earth. Apologies if it has been done before, but I couldn't find it after a bit of googling.

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4vj 4vj 4vj 4vj 4vj 4vj 58u 58u 58u 6rl 6rl 6rl 6rl 6rl 6rl 779 779 779 779 779 779 77g 77g 77g 7n2 7n2 7n2 7n2 7n2 7n2 8pm


Probably needs a bit of balancing quanta wise for the earth creatures. I'm not sure about mix of graboids and antlions (they are equal over 3 turns, assuming you play the graboid a turn later), as you can't guarantee your time quanta hasn't been gobbled up by gavels.

I chose un-upgraded gnomes so I could be sure of a nova in hand to start with (nothing would be more annoying than a good hand of animates and gavels and no nova).

I've done 10 runs (I know, I know not statistically significant but better than nothing) and got an average 6.7. There were a couple of nasty healers in there and a stall, which I couldn't do much about. 

As I have no way near the funds to make this in game, I'm not going to spend much time on it. I hope people like it!

54
Rainbow Decks / Re: PVP Graboid Rainbow (unupped)
« on: September 16, 2011, 01:58:34 am »
I really like this deck, I've been using it in the bronze arena fairly successfully. Even take down some aether stall if they don't run with lobotomize. The only difference I am running with a sanctuary instead of an arsenic. Mainly because I only had one arsenic to start with, but now I think it give you better control over aether-stallers (with a fog shield and this up you can survive for a long time vs a couple of astral dragons) and it is targetted by the AI for deflagration before the more important fog shield.

If you do get it early, it helps against nightmare-d GOTP and good quanta denial decks, which other wise this deck struggles with. Adding in another is probably over the top though.

Edit: I'm going to try adding in an enchant artifact, as steals/deflagration really annoy me. I've also had some success with a quintessence instead of one lightning. That helps against aether stall with lobo and antimatter and lots of high CC decks (multi owl-eye decks).

55
Card Ideas and Art / Re: Blood Borne | Blood Borne
« on: September 16, 2011, 01:00:17 am »
Overpowered. Or at least needs some  more common ways of countering it. Get hit ten times and you are dead in ten turns (unlike poison which you can heal against with dark/light/gravity/life/water/earth), if you aren't earth or packing shards of divinity.

Edit: Or more concretely, if this gets out on turn 1 (3 death towers) it will take 14 turns to die, if you don't have a fully preventing shield such as dimensional or fog (1+2+3+4+5+6+7+8+9+10+11+12+13+14 = 105).


56
Card Ideas and Art / Re: Immobilizing Sap | Immobilizing Sap
« on: September 16, 2011, 12:41:26 am »
I don't really like it - seems pretty OP. 2 quanta to turn a dragon into a dead card? Meh. Maybe "Gain -(X)|+1" a turn - fits the theme of sap (slows down but hardens), while not instantly shutting down creatures. X is up to you - maybe 2/3 upped to be the opposite of acceleration/overdrive.
There is a proposal for that sort of effect called lignify already somewhere.

2 quanta is all that lightning bolt costs (which kills lots of common dragons). It is also the more than fire lance, which is a lot more versatile being used for direct damage. Both of these can kill the special using things such at nymphs, fallen elves and other stuff, which this card is not so useful for it. Also this type of card is not so good against growers such golems and spirits, as all you do is reset not get rid of the problem.

It might be a little bit overpowered compared to reverse time. I still want to keep the same utility for casting it on your own people though. How do people feel about something like the following.

"Moves the attack of the target 4 towards 0 for each 10 life quantums in your possession."

And 5 for 10 for the upped version, same cost. So given sufficient life quanta you can still lock down a dragon, but it is harder against rushes.

So you can still make your fallen elves safe quickly and solve a good chunk of the problem of an anti-mattered creature (especially lower attack life creatures).


57
Card Ideas and Art / Re: Immobilizing Sap | Immobilizing Sap
« on: September 15, 2011, 01:43:58 pm »
Why don't you add a little side effect? Something simple, like
Quote
Gain life equal to target creature attack, then set it to 0.
So the cost of the card is more balanced (i think).
This will cause the owner of an antimattered creature to take damage, though. But i think versatility is a good thing!
Nice card, anyway, i like it!  ;)
Thanks!

Hmm, that would seem more like a death/darkness effect to me (draining strength to give to its owner). And wouldn't be sap. Might make a nice different card? Do other people think the cost is too low?

i mean leave the quanta cost as they are, but have the unupped one set the attack to 1 instead of 0.
I like that from a differentiation point of view. It would be odd for sap to increase the attack of 0 attack monsters though. It would also allow you to make Chrysaora attack your thorn carapace, which has utility in itself.

I'll see what other people think before making any changes.
hmm i didntt think of 0 attack creatures... "target creatures attack becomes 1 if it is more than 1 or less than 0?"
That would make the card text a bit more complex than I would like. Possibly "Target creatures attack becomes 1 if it is not 0".

58
Deck Help / Re: Duo Death/Gravity deck for Arena
« on: September 15, 2011, 12:42:55 pm »
I was using them as situational creature control or if I needed more defense and didn't draw an armagio. So I would gravity pull a dragon/pharoh or something annoying like a mutant elf.

I'll try without.

59
Deck Help / Duo Dark/Gravity deck for Arena
« on: September 15, 2011, 02:58:49 am »
I've been playing rainbow graboids and shrieker rushes in the arena and wanted to try something different. I like gravity but it is slow (especially against mono aether stall, apart from when it lobotomizes my momentum creatures).

Hover over cards for details, click for permalink
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55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55m 55m 55m 55m 55q 55q 55q 55s 55t 55t 55t 55v 562 562 562 562 5v0 5v0 5v0 5v0 8pt


Any ideas to speed it up? It has trouble against rushes (accelerates help against pheonix a bit). I suspect it would have trouble against antimatter decks as well. I tried rainbow with stoneskins and there were too many moving parts.

I should really farm AI3 for a bit to get some upped cards, but I get bored and end up building another deck.

60
Card Ideas and Art / Re: Immobilizing Sap | Immobilizing Sap
« on: September 14, 2011, 08:12:23 pm »
i mean leave the quanta cost as they are, but have the unupped one set the attack to 1 instead of 0.
I like that from a differentiation point of view. It would be odd for sap to increase the attack of 0 attack monsters though. It would also allow you to make Chrysaora attack your thorn carapace, which has utility in itself.

I'll see what other people think before making any changes.


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