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Offline eljoemo

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Re: Mud Cannon | Great Mud Cannon https://elementscommunity.org/forum/index.php?topic=52838.msg1115007#msg1115007
« Reply #12 on: December 13, 2013, 06:38:47 pm »
I was treating this like the delay from a warden, only this doesn't have any other thing to do this turn (warden has attacking). So if this is the intended action then it should be clarified. Also, delaying for the next turn would mean you only need 2 cannons for a weapon lockdown.
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Offline OdinVanguard

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Re: Mud Cannon | Great Mud Cannon https://elementscommunity.org/forum/index.php?topic=52838.msg1115011#msg1115011
« Reply #13 on: December 13, 2013, 06:57:25 pm »
I was treating this like the delay from a warden, only this doesn't have any other thing to do this turn (warden has attacking). So if this is the intended action then it should be clarified. Also, delaying for the next turn would mean you only need 2 cannons for a weapon lockdown.
If only weapons can be locked down this way, then needing 2 cards to do it isn't all that bad.
Compare to shockwave / frost bolt combo.

This is more consistent and reusable, but requires much more quanta expenditure to pull off... Also, it won't help as much vs crusaders since it doesn't actually break the weapon.
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Re: Mud Cannon | Great Mud Cannon https://elementscommunity.org/forum/index.php?topic=52838.msg1115018#msg1115018
« Reply #14 on: December 13, 2013, 07:04:02 pm »
All you need is two to lock your opponent out of shield and weapon. Delaying a shield is worse than a weapon. Taking the shield away from decks like aether for the whole game is a heavy blow. My issue is unless your playing a deck that utilizes fire or dark it renders the opponent's main defense useless for the whole game. Pulverizer is useless, because you could simply save up enough quanta and play two even if they played it first.


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Re: Mud Cannon | Great Mud Cannon https://elementscommunity.org/forum/index.php?topic=52838.msg1115020#msg1115020
« Reply #15 on: December 13, 2013, 07:10:55 pm »
I was treating this like the delay from a warden, only this doesn't have any other thing to do this turn (warden has attacking). So if this is the intended action then it should be clarified. Also, delaying for the next turn would mean you only need 2 cannons for a weapon lockdown.
If only weapons can be locked down this way, then needing 2 cards to do it isn't all that bad.
Compare to shockwave / frost bolt combo.

This is more consistent and reusable, but requires much more quanta expenditure to pull off... Also, it won't help as much vs crusaders since it doesn't actually break the weapon.

Mud Cannon is one card to stall two opposing cards (possibly) - weapon slot and shield slot.  I think the cards as currently shown are good but as has been suggested a delay mechanic would make it ready.  EDIT: Oops, TWO cannons (two copies of one card) is what you meant, Odin.  Right?

It would be akin to the reloading time of the cannon and could be stated in the card text with "and itself ('reload') for 1 turn" which would delay (hourglass) opposing slots and reload (new symbol/icon?) on itself which lasts through the following owner's-turn.  Essentially, two cannons would lock down the opposing slots as each would be reloading or firing alternating turns.
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Offline OdinVanguard

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Re: Mud Cannon | Great Mud Cannon https://elementscommunity.org/forum/index.php?topic=52838.msg1115026#msg1115026
« Reply #16 on: December 13, 2013, 07:25:01 pm »
Yes, I meant 2 cannons.

I should clarify though.
If the cannon affects only weapons, then it is quite well balanced, even if the delay stacks and is "sticky"

If the shield delay is also included, this effect would be OP with a stacking "Sticky" delay... the "sticky" quality being the harder of the two to balance

By "Sticky" I mean that the delay persists even if a new card is played into the slot.

If the effect only stacks but isn't sticky, then playing a new weapon and shield can overcome it.
Otherwise, the only recourse is to use EA, immaterial weapons and shields, or bonewall (which was addressed previously).

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Offline rob77dp

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Re: Mud Cannon | Great Mud Cannon https://elementscommunity.org/forum/index.php?topic=52838.msg1115027#msg1115027
« Reply #17 on: December 13, 2013, 07:28:46 pm »
I was under the impression multiple cannon hits did not "add" turns of delay.  Warden DOES add up delay onto existing delay 'stack'.  Has it been addressed about "counters" or not (Scars suggested having counters but in a non-descriptive way with "haha" included)?

Basically, will it function like Warden (counter adds each use) or like BB (6 is the maximum delay via stacked BB's)?
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Offline foofatron

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Re: Mud Cannon | Great Mud Cannon https://elementscommunity.org/forum/index.php?topic=52838.msg1115042#msg1115042
« Reply #18 on: December 13, 2013, 08:52:43 pm »
Considering this targets the player I assumed immaterial was not exempt. Similar to flying weapon.

Offline CalambarTopic starter

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Re: Mud Cannon | Great Mud Cannon https://elementscommunity.org/forum/index.php?topic=52838.msg1115051#msg1115051
« Reply #19 on: December 13, 2013, 09:52:35 pm »
I have read all comments and again I have made some changes to the cards.

Please read EDIT 2! I have applied some changes suggested in comments and also there are some answers to your questions.

Feedback on recent version and constructive criticism welcome and greatly appreciated :)
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Offline Blacksmith

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Re: Mud Cannon | Great Mud Cannon https://elementscommunity.org/forum/index.php?topic=52838.msg1115053#msg1115053
« Reply #20 on: December 13, 2013, 10:13:24 pm »
Seems balanced, like it.
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Offline dragtom

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Re: Mud Cannon | Great Mud Cannon https://elementscommunity.org/forum/index.php?topic=52838.msg1115056#msg1115056
« Reply #21 on: December 13, 2013, 10:25:42 pm »
another way it could deal with shields, is that it leaves the damage reduction.
Or it could only remove the damage reduction, but I don't really like that.
be quick- time is quanta.

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Re: Mud Cannon | Great Mud Cannon https://elementscommunity.org/forum/index.php?topic=52838.msg1115071#msg1115071
« Reply #22 on: December 13, 2013, 11:23:48 pm »
I think the effect shouldnt stack, as the stickyness is on that one weapon and shield, so a new weapon isnt effected. :D Seems OP to me if they stack. I believe the damage is done even when delayed yes? Damage should be 5 and 9 upped. 10 is too much. Its like 20 damage every game with 6 of these in your deck. Id rather see an extra turn if your using just these, braveries, and spells.
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Re: Mud Cannon | Great Mud Cannon https://elementscommunity.org/forum/index.php?topic=52838.msg1115075#msg1115075
« Reply #23 on: December 13, 2013, 11:36:28 pm »
I think the effect shouldnt stack, as the stickyness is on that one weapon and shield, so a new weapon isnt effected. :D Seems OP to me if they stack. I believe the damage is done even when delayed yes? Damage should be 5 and 9 upped. 10 is too much. Its like 20 damage every game with 6 of these in your deck. Id rather see an extra turn if your using just these, braveries, and spells.

No, damage is not inflicted when delayed. Imagine this, what causes damage is the huge ball of mud that you fire. This mud also stick player so he cannot use weapon and shield. Great Cannon fires more mud that's why it inflicts more damage, but it also takes more time to prepare mud and also more water of course. Also the cost of Great Cannon is higher because it is... greater :P I guess it's logical enough ;]
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