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Messages - zse (568)

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313
Buff This Card! / Re: Dirk
« on: December 18, 2010, 10:47:01 pm »
Dagger was just meant to be a cheap weapon for newer players to stick in their weapon slots, regardless of elements used.
If people chose to upgrade it, that's their choice (they do see some use now), but it's primary use was as a filler for new players until they earned their rare weapon.
This is just a plain weapon. It's cheap, it's for new players, and also it has low stealability. I would never use it now, but that doesn't mean it is bad. You could even use it as a decoy. Advanced players have all kinds of rare weapons to choose from. They will never go with this. The parrying function is great, however i think that would make it one of the most used weapons in game, so, no.
This topic is for Dirk, the upped form of Dagger, not Dagger! Dagger itself is great for what it is, no need to change anything on it. I'm just having hard time seeing how card that costs 1524 :electrum needs to be in this game, while it's simply inferior to a card that costs only 1 :electrum more (Long Sword).
I actually think the idea to make Dirk a Parrying Dagger instead is a pretty neat idea. I don't think it would be balanced as a free weapon, but if the upped version was just the parry effect with the base Dagger attack (2), then I could see a cost of 1-2 random quanta. Dagger should not receive any change, because it comes with every starter deck.
Yes, I didn't think that those abilities could be used in 0-cost cards, but the cost thing is another issue than just trying to brainstorm for new ways to enhance this unused card.

That being said, I think proper cost for that damage-prevention/dealing -card could be even a bit higher than that 1-2 random quanta you suggested. I'd say 3 random, same as Shards.

314
Nerf This Card! / Re: Make Hope lose Immaterial.
« on: December 17, 2010, 04:41:00 pm »
Yeah! That card combo is just SOOOO OP!!!

You can only use Thunderstorm, Plague, Rain of Fire, Retrovirus, Fire Shield, Thorn Carapace, Momentum, :fire / :water Bolt, Drain Life, Poison... to counter that. Surely a combo that strong needs to be nerfed ASAP!

315
Light / Re: Luciferin | Lucifrase & Light Nymph
« on: December 17, 2010, 12:24:05 pm »
No one seems to have noticed that Luciferine's and Luciferase's casting costs have both gone up by 1 random quanta.  This means the upgraded version WONT interfere with mulligan!
That was never a real problem. People were mostly just fussing about nothing.

316
Water / Re: Nymph Queen
« on: December 17, 2010, 12:14:58 pm »
This change is great. Now facing Fire Shield with Nymphomania deck isn't automatic loss.

317
Light / Re: Luciferin | Lucifrase & Light Nymph
« on: December 17, 2010, 11:58:47 am »
??? Why? ???
That gives Light :light life-gain from 4 cards
Holy Light | Holy Flash
Luciferin | Luciferase
Miracle | I.Miracle
Nymph

while Life :life has only 3 cards for life-gain
Heal | I.Heal
Emphatic Bond | Feral Bond
Druidic Staff | Jade Staff

Maybe the old term life-gain should be changed now to light-gain. >:(
Darkness has Vampires, Vampire Stiletto, Liquid Shadow, Black Nymph and Drain Life
that's 5 healing cards :P

I'm only sad because Time has only SoG :|
:darkness is good at stealing things. Nothing wrong with that.

318
Light / Re: Solar Shield | Solar Buckler
« on: December 17, 2010, 11:55:39 am »
Did Light just get promoted from a meh element to a OMGWTFBBQ element? :(
This card pays for itself pretty quick and blocks damage while it's at it, a rushing shield it is...
Pretty much so.
This+Aflatoxin = a lot of :light quanta (without RoLs needed anymore).
A lot of :light quanta + :light Dragon + Fractal = you know what.

319
Light / Re: Luciferin | Lucifrase & Light Nymph
« on: December 17, 2010, 11:49:29 am »
??? Why? ???
That gives Light :light life-gain from 4 cards
Holy Light | Holy Flash
Luciferin | Luciferase
Miracle | I.Miracle
Nymph

while Life :life has only 3 cards for life-gain
Heal | I.Heal
Emphatic Bond | Feral Bond
Druidic Staff | Jade Staff

Maybe the old term life-gain should be changed now to light-gain. >:(

320
Trio & Quartet / Re: Mutated Speedy Gonzales ;)
« on: December 17, 2010, 09:27:28 am »
So much fun to play with this deck. You never know what those mutants are up to! :P
I use bit different build, since I have only 3 I.Mutations
Code: [Select]
4vj 4vj 4vj 4vj 4vj 4vj 6rk 6u2 6u2 6u2 6u2 6u2 6u2 6u4 6u4 6u4 7jp 7jp 7jp 7jp 7jr 7jv 7jv 7jv 809 809 809 809 809 809

321
Death / Re: Grey Nymph | Death Nymph v1.26 CHANGE
« on: December 15, 2010, 01:15:29 pm »
Nice changes. How about also changing Fire Nymph (upped) activation from 4 :fire to 3 :fire. Red Nymph (un-upped) has activation cost 3 :fire already.

322
Buff This Card! / [Official] Dagger | Dirk
« on: December 15, 2010, 12:45:00 pm »


This topic is for Dirk, the upped form of Dagger, not Dagger!
Dagger itself is great for what it is, no need to change anything on it.
This card has been one of the least used cards in this game. There are couple of fun decks built on it, but that's about it. Normal ways of buffing card - reducing cost or increasing damage - don't really work on already 0-cost card that is themed being quite weak from the start. And for that reason I'm suggesting remaking for this card.
 
I've come up with 3 ways how it could be redone, another 6 were from other forum members:

1) Shadow Dagger Deal 1 (or 2) more damage if you have :death or :darkness mark.

2) Assassins Dagger Work only with :death or :darkness mark. ~30% change to deal 1 damage to a creature that damages you.

3) Parrying Dagger Boost to shield effect, reducing the damage dealt to you by 1. It wouldn't work against spells, maybe when *this weapon* is Animated.

4) Throwing Knife Sacrifice *this card*: snipe (deal 3 damage to target creature)

5) Dual Wield You could have this weapon simultaneously with another: 2x stacked on weapon slot, or second placed to shield slot, or this weapon would go into empty shield slot if weapon slot was already taken with any weapon.

6) Self Animate 1: Animate *this weapon*.

7) Dragon Blocker Block the single strongest attack each turn.

8 ) Weapon Blocker Your opponent's weapon deals no damage.

9) Cutpurse Gain :electrum every time you play this card.

10)  Nothing It's as good as it should be. 1524 :electrum for a card that is never used in a real deck is great bargain!

Titles and short descriptions were written by me. If there are any mistakes, misunderstandings or whatnot, please inform me so I can make needed changes.
1) Shadow Dagger Cost would stay 0, but it would deal 1 (or 2) more damage if you have  or  mark.
2) Assassins Dagger Again it would work only with  or  mark, but the effect would be different: it would have ~30% change to deal 1 damage to a creature that damages you. Effect wouldn't work when weapon is Animated, and it would be cumulative with Fire Shield.
3) Parrying Dagger Would work with any mark. It would work for attack as before, but also in defense. It would give additional boost to shield effect, by reducing the damage dealt to you by 1. It wouldn't work against spells, nor when weapon is Animated. *edit* Or maybe it should work even when animated. I mean what else would living defense-weapon do than protect it's owner?

What do you think? Is there any need for remaking Dirk? Is any of these 3 ideas worth more thinking? Do you have a better idea how to make Dirk better or worth playing?

323
Game Suggestions and Feedback / Re: some suggestions...
« on: December 14, 2010, 12:37:44 pm »
...
-a creature with an effect like this example "you decide to attack the opponents or give you two quanta"
...
We do have Virus|Retrovirus, but I'd also like to see more creatures or permanents like that. That Sacrifice cost for ability fits to :death, but for example :time could have Delay typed costs.

Remember to post your card ideas to correct place (http://elementscommunity.org/forum/index.php/board,6.0.html) when you get them ready for others to see.

324
Game Suggestions and Feedback / Re: Rewrite Dive
« on: December 13, 2010, 08:37:25 pm »
I don't like these ideas.
Changing Dive like that would nerf Antimatter use on creatures with Dive. Now Antimattered Dived creature keeps negative attack at the end of turn (on trainer at least).

Buffing SoR would enable OP combos like catalyzeme explained.

Making changes to Sky Blitz? Well, lets first wait till it gets into the real game.
In the trainer Antimatter changes the full attack to negative as well. Antimattered Dived creatures will still be antimattered when dive ends.
Does it work the same way in real game too? Or is that gonna be changed on next version?
Just found out that it's one of the fixed bugs in 1.26. Yay, buff for :entropy.
Quote
The goal is to modify dive so that the old SoR can return. New Dive + Old SoR =/= OP. Current Dive + Current SoR =/= OP.
Didn't say those 2 were OP.
5*old SoR + Nymph = OP.
Quote
This is an idea for buffing Sky Blitz's utility without a major decrease in power.
Do you even know exactly what you're trying to buff? When new cards come out, new FGs can come too (Inundation, Fractal & Pharaoh). Maybe that "fix" you're now thinking would ruin those unseen FGs that may be introduced as well. I for one wouldn't like to face FG that could play multiple Sky Blitz's with board full of Dragons (just my wild imagination going to places, I don't know what's coming, or if anything is). So like I said before, lets just wait, shall we. If you can't, continue this there: In Development - Sky Blitz (http://elementscommunity.org/forum/index.php/topic,17416.0.html).

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