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Messages - smurrf (275)

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109
Pre-Smithy Ideas / Re: From whence the shards came.
« on: July 02, 2011, 03:03:48 pm »
I think I'd rather see it a permanent that you activate to shatter into 2-3 shards.  To prevent targeting problems with SoR, the shards would likely have to go to your hand as well, to be played from there.  For simplicity's sake...why not make it unupped generates 2 shards, and upped 3? Remember that you can have multiple copies of this, and it'll get around the current limitations of the original shards as well.

110
Pre-Smithy Ideas / Re: Gravity Series: Weight of the World
« on: July 02, 2011, 02:55:46 pm »
The top card would pretty much negate any chance of being decked out, and with only a single card [edit: possibly even played only once] unlike the Eternity / creature combo that needs two at least [edit: and needs to be activated every turn].

111
Card Ideas and Art / Re: Overgrowth|Overgrowth
« on: July 02, 2011, 02:33:19 pm »
this might be useful if you add in a mechanic which makes this always appear in your starting hand. (i think this was zblader's mechanic originally, but i may be mistaken)
"Gravitation - This card always appears in your starting hand." -from Gravitation Buckler | Gravitation Aegis (http://elementscommunity.org/forum/index.php/topic,26461.0.html).

112
Card Ideas and Art / Re: Magpie | Magpie
« on: July 02, 2011, 02:27:55 pm »
Updated the card. Because of the denial nature the card now has, both versions had their initial cost raised, activation raised, and are now solidly in Air for both versions.  Balance is still something I'm worried about...should the unupped be  :air :air :air to use, making the upped  :air :air instead of the current upgrade to casting cost and HP?

113
Card Ideas and Art / Re: Reaper | Reaper
« on: July 02, 2011, 02:16:56 pm »
Revision 1 of the card posted. Comments?

114
Can we get the next rounds rolling?

115
The Arena / Re: Bugs
« on: June 30, 2011, 11:18:40 am »
When I remade my Arena deck today, it started me off with 92 HP. A bug in itself, but clicking one point on Stamina brought me up to 101 HP. Then, clicking back down to 0 stamina put me at 96 HP.  Refreshed the client, did the same thing.

116
Crucible Archive / Re: Winged Scorpion | Flying Scorpion
« on: June 29, 2011, 09:00:40 pm »
Wouldn't a flying scorpion be, well, a wasp?

117
Crucible Archive / Re: Armageddon | Apocalypse
« on: June 28, 2011, 09:56:58 am »
As I was told fairly recently, there's already a card named Apocalypse (http://elementscommunity.org/forum/index.php/topic,17546.msg238752#msg238752) filtering through Crucible at the moment.  (Actually, there's another variant from a little less than a year ago titled Armageddon | Apocalypse as well.)

118
Card Ideas and Art / Re: Shadow Demon | Shadow Fiend
« on: June 28, 2011, 01:57:02 am »
For a creature that won't be targetable (except by AoEs) much of the time, having the normal => upgrade change be solely +0|+1 is not worthwhile.  Maybe instead you could leave the 'attacks twice' on the upped, and have the unupped be 'Gains +3|+0 when cloaked.'

119
Design Theory / Re: Pseudoquanta
« on: June 28, 2011, 12:55:37 am »
For consistency, if :rainbow costs written with numbers are replaced with  :rainbow symbol. Also eliminates some confusion (that is, if I wasn't the only one who was confused when I first used  :rainbow cost cards...)
Bah. Consistency.  This isn't a pudding, after all. =P

Seriously though, there isn't any reason to make it a functioning symbol.  Any confusion about it should be resolved within the first couple of days of playing, if a person is paying any attention at all.  Besides, unlike other PQ symbols, this one is (or rather, isn't) already in the game in a functioning manner.  Why mess with something that already works, and have to go back and rework all those cards currently live for very little, if any, gain?

120
The Arena / Beta EtG Is(n't) Beta
« on: June 28, 2011, 12:39:20 am »
Generally speaking, in-game results of any beta of a game I've come across has NOT carried over into the actual release, and for good reason.  If something needs to be tweaked, or an exploit was discovered in beta, it could be fixed, reevaluated, and didn't have an impact on anything else...it's basically a lab setting. 

Since any wins/losses from the current Arena beta are carrying over to live, what happens if an exploit is being taken advantage of, or if something is found to be impossible and so causes a guaranteed loss for players?

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anything
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