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Messages - smuglapse (1473)

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1357
Off-Topic Discussions / Re: Cooking up Elements
« on: June 12, 2010, 05:09:54 am »
Abomination(cooked) = Hardee's
Micro Abomination(cooked) = White Castle
Vulture(cooked) = roadkill
Green Nymph(cooked) = Absinthe
Mind Flayer(cooked) = LSD
Angel(cooked) = demon
Deja Vu(cooked) = leftovers

1358
Issue Archive / Re: Eclipse + antimatter bug
« on: June 12, 2010, 04:56:16 am »
That's not a bug, that's just how antimatter works. It's a simple equation that multiplies the current attack of the creature by -1. After that, if your Eclipse is destroyed, the buff is removed, decreasing your Pest's stats by 2/1, leaving it at -4/4.
True, but Ouch.  That seems unintended.  If burrowed, they would go to -2/4. and then if Eclipse were replayed 0/5.  Then if they unburrowed what would happen?

1359
Forum News and Announcements / Re: Recent changes to Karma system
« on: June 12, 2010, 04:47:10 am »
But it shows to them that people dislike the way he treats people, and he needs to change. That MIGHT change the way he posts.
Report to moderator button would work better.  Assuming, the person did break a rule.

1360
Card Ideas and Art / Re: Quantum Lattice | Quantum Grid
« on: June 12, 2010, 04:44:24 am »
I would suggest some sort of fading effect, like both quantum lattice and grid provide full protection for one turn, and then start to decrease, but at different rates.
How about Lattice: Refresh all of your quanta producing cards in play.  Your opponent can not disturb the quanta of 12 elements.  Subtract 6 from this number each turn.
1st turn: All 12 protected
2nd turn: 6 random protected
3rd turn: 0 protected

Grid: Refresh all of your quanta producing cards in play.  Your opponent can not disturb the quanta of 12 elements.  Subtract 4 from this number each turn.
1st turn: All 12 protected
2nd turn: 8 random protected
3rd turn: 4 random (not necessarily from the previous 8 ) protected
4th turn: 0 protected

Quote
It might also need a nonzero cost as it is somewhat more powerful than your original idea.
Compare it to Nova.

1361
Card Ideas and Art / Re: Xerces' Violet | Xerces' Lilac
« on: June 12, 2010, 04:23:17 am »
For each turn u heal greater than or equal to 4+1? you can bless it and heal for 8 each turn? That seems a pit OPed even thought the other side heals too.
Blessing it would change its stats to -1|4, only healing both players 2.  (the Lilac)

Cool concept!

1362
Card Ideas and Art / Re: Harpy | Minor Harpy
« on: June 12, 2010, 04:17:29 am »
Reworked card.

1363
Crucible Archive / Re: Barbed Ray | Whip Ray
« on: June 12, 2010, 02:45:40 am »
So, to summarize my understanding:

 :entropy Maxwell's Demon kills both rays and also dies.  Upgraded Maxwell kills both rays and becomes 3|3 or 3|2.
 :entropy Fallen Elf mutates the rays and dies.  Fallen Druid improves both rays and dies to the Whip Ray.
 :entropy Purple Nymphs antimatters and dies to both.
 :death Virus and Retrovirus behave normally.
 :death Grey/Death Nymph perform Aflatoxin on rays and become 0|2 or 0|1.
 :gravity Otyugh/Elite Otyugh at 1|6 will kill either ray then become 2|5 or 2|4.
 :earth Auburn Nymph performs Basilisk Blood and becomes 0|1 or dies.  Earth Nymph becomes 0|3 or 0|2.
 :life Your own (or enemy) Green/Life Nymph could perform Adrenaline and survive.
 :fire Red/Fire Nymph could perform Rage to kill the rays and survive the process.
 :water Arctic Squid/Octopus would freeze/congeal the ray and die.
 :water Toadfish could infect the rays and become 5|2 or 5|1.
 :water Mind Flayer could unsuccessfully lobotomize the rays and die.  Ulitharid unsuccessfully lobotomizes and becomes 3|2 or 3|1.
 :light Guardian/Archangels heal the rays but take damage in the process.
 :light White/Light Nymph could use Luciferin since this ability is passive.  And if there are several on the board could die in the process.
 :air Flying Owl/Eagle's Eye will kill the rays in 2 shots but end up with 3 or 1 health.
 :time Anubese immortalize rays and become 5|6 or 5|5.
 :time Flying Eternities rewind rays and become 4|6 or 4|5.
 :time Scarab at 2|6 would kill rays and become 3|5 or 3|4.  Elite Scarab the same but with 4 attack after.
 :darkness Parasite/Bloodsucker would infect rays and die.
 :darkness Black Nymph would perform Liquid Shadow and become 3|3 or 3|2.  Dark Nymph the same but with 5 attack.
 :aether Flying Lobotomizer/Electrocutor could attempt a lobotomy and become 5|2 or 5|1.
 :aether Turquoise/Aether Nymph would immortalize rays and die.

Any attacking creature due to Gravity Pull/Force would suffer damage and possibly die.

I think definition wise, an active ability would not work frozen/delayed, but a passive will?
EDIT: Testing in trainer.  Devourer(Pest passive) does not work frozen/delayed, but Swarm(Scarab passive) and Poisonous(Chrysaora passive) do work when frozen/delayed.  So it looks like it is your choice how Whip would work.


It is an interesting concept and works against all elements, but it seems to target underused or underpowered creatures, mainly nymphs.  And that would make it underused itself.

1364
Off-Topic Discussions / Re: What is your favorite element?
« on: June 12, 2010, 01:17:26 am »
I have to say Technetium. It was the first synthetic element, it can be used in nuclear medicine and fission, and it looks and sounds cool.
That reminds me of science class in middle school.  We had to pick an element and then draw a model, and of course I picked Technetium because it sounded cool.  But that was before I had to draw 100+ sub-atomic particles!

On another note, looks like Oxygen and Arsenic are in the lead.  Seems Elements players are all about  :life and  :death:P

1365
General Discussion / Re: Fractal Question
« on: June 12, 2010, 12:58:07 am »
Heh, yeah.  I don't remember the exact scenario but the AI fractaled one of my flying weapons but didn't have flying weapon card themself.  So they were stuck with a bunch of useless cards in their hand.

Max number of weapons you can possibly have on the field and weapon slot at a time is 7.
Actually, with Twin Universe and Chaos Seed you could get more.

1366
False Gods / Re: Here are the decks of the actual False Gods:
« on: June 12, 2010, 12:47:10 am »
I think Graviton has more than 2 gravity forces.
I was thinking the same thing, but I just tested it in the Trainer and the deck posted is correct.  (Don't ask me how long that took)


people who fight FGs more than I should know, if Seism has a Granite Skin or not.
Seism definitely does have Granite Skin.  I *think* its just a total of 2, but haven't tested it.  (2 in game, 1 in halved deck)
I'm guessing that blank card is the Granite Skin?  No, looks like an extra space in the code is throwing off the deck maker.

1367
False Gods / Re: Here are the decks of the actual False Gods:
« on: June 11, 2010, 11:03:28 pm »
Good idea.

From experience and this nice illustration I would say Divine Glory has too little Burning Towers and Fire Queen has too many towers.

Oh, and there should be more distinction between  :earth and  :time upgraded cards.  Seism's cards looks like they are all from the same element.

1368
Issue Archive / Re: Mutation bug
« on: June 11, 2010, 08:03:35 am »
Sounds a lot like the desync issue.  Check the stickied topic at the top of this board.

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