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Messages - orgolove (11)

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1
Patch Notes and Development News / Re: Elements 1.21
« on: March 20, 2010, 11:59:31 pm »
The biggest problem for the graboids is the quanta. If, say, it costs  :life for the evolve, there would not be a problem. But by allowing two of the most powerful (in terms of control) elements to come together to make a deck as fast as, if not faster than, the rush decks, you are really unbalancing the game.


And to the !@##$%% IDIOT that said this:
Right now, The AI3 Farming Challenge (http://elementscommunity.org/forum/index.php/topic,1874.0.html) proves, that unupped graboid rush is equally good as mono-life and pilarless rainbow rush, probably mono-fire too.

This means that unupped graboids need no nerf.
Are you dumb? The very fact that they are as fast as mono life and mono fire decks specifically shows how imbalanced they are. The very nature of mono life and mono fire decks mean they sacrificed utility/control for speed. Graboid decks can match a deck that completely goes for speed, sacrificing everything else, and yet has so much more resilience, durability, and control.


Really, this needs to be fixed.

2
Duo-Decks / Re: Fire/Aether Fractal Control Deck
« on: March 20, 2010, 02:17:23 am »
Yes, that is the biggest disadvantage - this deck inherently is responsive, meaning it will let the opponent do what he wants to do, then respond to it, while the black deck is inherently proactive, meaning it will prevent the opponent from doing anything.

Red does have the cheapest removals though, both in terms of damage and permanent destruction. So what it does, it does effectively. But the question is, is that enough?

I'm particularly looking at the green rush decks, shrieker rush decks, and poison rush decks. Despite Fractal Control being a combo deck, it doesn't win by speed. Both this deck and the black deck takes a while before it becomes unstoppable, and the rush decks can exploit that.

The creature rush deck dangers can be mitigated by getting several firestorms, but I don't know how I can deal with poison rush.

3
Patch Notes and Development News / Re: Elements 1.21
« on: March 19, 2010, 09:23:59 pm »
The elite graboid is ridiculous. It combines the fastest rush decks speed with all the control available in earth and gravity.


The evolve cost seriously needs go back to 2.


Also, when is it comingggggg I'm sick of waitinggggg


at least bring in the Fractal card :(

4
Duo-Decks / Re: Fire/Aether Fractal Control Deck
« on: March 19, 2010, 08:50:27 am »
Both Fire/Aether and Dark/Aether has the problem of jade shield.

If the deck becomes popular enough that people are packing jade shields, it's simple to just add 1 fahrenheit for the fire deck.

5
Duo-Decks / Fire/Aether Fractal Control Deck
« on: March 19, 2010, 07:24:12 am »
Hover over cards for details, click for permalink
Deck import code : [Select]
7dg 7dg 7dg 7dg 7dg 7dg 7dh 7dh 7dh 7dh 7dh 7dh 7dk 7dk 7dk 7dk 7dk 7dm 7dm 7dm 7dm 7dm 808 808 808 808 80i 80i 80i 80i 8pu


The idea is to control the board with cheap fireballs and explosions, building up enough  :fire to kill with fire lance or just with attack.

Comparing with the dark/aether control deck:
Advantages:
less mana reliant (only costs  :fire as opposed to  :darkness :darkness)--> creature can go up 1st turn, easier explosion w/fractals
combo doubles as control (fireball can get rid of pesky creatures as well as part of the combo)
not reliant on a permanent to deal damage (no need for eclipse)
3 more slots for permanent destruction

Disadvantages:
creature is not inherently controlling the enemy
creatures are very weak (wiped out by 1 firestorm/Otyugh eatable)


As this deck shares many similar qualities with the Dark/Aether control deck, I'd be very interested in seeing the average vs win % when the new patch comes out.

6
Patch Notes and Development News / Re: Elements 1.21
« on: March 19, 2010, 05:02:16 am »
I'm really hedging my bets on that quantum pillar nerf. If he doesn't decrease the mana generation, like 30k of my gold will go to waste.

7
Patch Notes and Development News / Re: Elements 1.21
« on: March 19, 2010, 04:14:41 am »
Is the auto-mulligan feature in the trainer? It would help in trying to test the correct number of lands that I should put in my deck.

8
Patch Notes and Development News / Re: Card Usage Statistics
« on: March 18, 2010, 08:29:12 am »
Here's the problem.

1. Fallen Gods are about the only reasonable source of income in the game.
2. All the advantages of Fallen gods lead themselves as rush decks - more cards + more quantum = faster.
3. Rainbow decks are the only decks that can stop the rush.
4. But rainbow decks have become so popular that it is stifling all competition, hence the need to nerf them.


I propose a solution to your dilemma.

1. In a game where you have 12 different elements, or mana types, How do rainbow decks play every type of mana every game? Answer: quantum pillars.
2. It comes a situation where dual or tricolor decks are actually inferior to rainbow decks, as quantum pillars can be used as lands as well as any mono pillar.
3. You suggest nerfing the quantum pillars. This does not go to the root of the problem.
4. I suggest rather than actually "nerfing" the mana generation, you should actually change the type.
5. Easy way: change the Quantum pillar from a pillar type to a regular card, limited to 6 per deck.
6. Really, the only "land" types where you can have unlimited number in your deck, should be the ones that produce a single color.


But, this will bring in a lot of cries. If you want to maintain the current level of farm:

Change the fallen god mechanic. Vary it up. Instead of having each fallen god draw extra card and get extra quantum, mix it up a bit.
some ideas:
1. heal itself to full every 10 turns
2. start with 3 random creatures
3. start with 5 quanta of each type
4. all permanents owned is indestructible

etc etc.



Also, you want more variety in decks, right? It just means you want more possible combinations people can play with.
there's two ways.

1. Make more cards. Simple as that. The more card types there are, the more decks can be made.
2. Make more ways for cards in different elements to be used with each other. Right now, other than rainbow decks, it's very difficult to maintain any more than two quantum types because there are no multicolor, less "random" pillars.

how to fix it?
1. Add "dual pillar cards," cards that are limited to 6 per deck, and can add two quantum of any combination of three elements.

example:
"Land name"
Add either Air and Water, Air and Gravity, or Water and Gravity.


You see where I'm getting at? it will make making tri or quad color decks much easier. It will not heavily change the game to favor multicolor decks, as you can only have up to 6 per deck.


Thanks for your time.

9
Patch Notes and Development News / Re: Card Usage Statistics
« on: March 18, 2010, 08:15:38 am »
Do you really want a solution?


I suggest REMOVING the quantum pillars.

In a game with 12 different mana types, being able to play every mana type every game is pure ridiculous.

I suggest adding "triple" lands that can only be put in at max 6, like the normal limit. What do I mean? Add a set of lands that add two mana of a combination of three different mana types.

i.e. An example:
Pillar of Earthly Delight
randomly add one of the following: Earth and Life, or Earth and Gravity, or Life and Gravity.

The biggest failure, in my opinion, is letting the Quantum pillar be a "land" type. If you had limited it to 6 per deck, just like any other cards, you would have a lot more variety.

10
Patch Notes and Development News / Re: Elements 1.21
« on: March 16, 2010, 11:28:49 pm »
I see. So it may still be several days until the patch is implemented.


I guess I should hold off on upgrading.

11
Patch Notes and Development News / Re: Elements 1.21
« on: March 16, 2010, 11:23:29 pm »
So. Uh, when is the actual game going to be updated? Will I still be able to use the same deck/money/points I had before?

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