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Offline pulli23

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Re: Shard of Divinity | Shard of Divinity https://elementscommunity.org/forum/index.php?topic=2022.msg397087#msg397087
« Reply #24 on: September 21, 2011, 11:51:33 pm »
I find the advantage for light a bit of a joke, 4 extra hp? Like that is really game breaking -.-

Offline Jaymanfu

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Re: Shard of Divinity | Shard of Divinity https://elementscommunity.org/forum/index.php?topic=2022.msg397089#msg397089
« Reply #25 on: September 21, 2011, 11:57:40 pm »
I find the advantage for light a bit of a joke, 4 extra hp? Like that is really game breaking -.-
While I don't think its supposed to be game breaking, more of just an advantage.... it is a pretty weak advantage compaired to the other shards(even life mark advange is probably better and its pretty bad)

Offline rosutosefi

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Re: Shard of Divinity | Shard of Divinity https://elementscommunity.org/forum/index.php?topic=2022.msg397847#msg397847
« Reply #26 on: September 23, 2011, 12:32:13 pm »
 :light shard needs more  :light love! maybe change it to +18/+25?
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Re: Shard of Divinity | Shard of Divinity https://elementscommunity.org/forum/index.php?topic=2022.msg397851#msg397851
« Reply #27 on: September 23, 2011, 12:43:05 pm »
:light shard needs more  :light love! maybe change it to +18/+25?
I don't want to see this card give more hp than Improved Heal, except in the case where you are using a light mark.  +18/+25 is cutting it pretty close.  One thing I thought of in chat was that in addition to the current +max hp effect, it could restore any hp lost to Shard of the Void, like how one Purify can undo all poison done.

Offline Essence

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Re: Shard of Divinity | Shard of Divinity https://elementscommunity.org/forum/index.php?topic=2022.msg398153#msg398153
« Reply #28 on: September 23, 2011, 11:24:37 pm »
Agreed.  The HP should be set back to 20 for upped, and :light should get an extra Mark for playing one.  That would be fly.
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Re: Shard of Divinity | Shard of Divinity https://elementscommunity.org/forum/index.php?topic=2022.msg399786#msg399786
« Reply #29 on: September 26, 2011, 06:41:35 pm »
3 or 4 more HP for Light mark looks very weak. SoS really prefer Death element, SoR the same with Time. Here I didn't see it.
Maybe adding HP from SoD should depends on HP Light creatures on the field (max 30-40HP), or from Light quantum? Or maybe this Shard should also heal Light creatures?

Heal cost 2 :life and gives 20 HP (and possibility for EM).
SoD cost 3  :rainbow and gives 22HP (less chance for EM, You must use other card)
I absolutely agree with that.
SoD is rare card, isn't it? But in my eyes, it is look like normal card marks as other. Then, when it is compared to Heal, SoD has weaknesses.
In summary, SoD needs more buff and more "game breaking" feature like other shards. SoD also needs something that give more advatages to light..

I suggest: SoD give (22 + 3 * light emmiting creatures in the field) to max hp.
I means that more benefit to deck that use creatures of light. Also means luciferine is have more benefit here. So, it is better.
It is also motivate to creative and unpredictable game. More light emmitting creatures means more max hp will be added. It has more chances to game breaking. (but, setting up light mass emmitting creatures is also so difficult..)

Offline rickerd

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Re: Shard of Divinity | Shard of Divinity https://elementscommunity.org/forum/index.php?topic=2022.msg399788#msg399788
« Reply #30 on: September 26, 2011, 06:46:14 pm »
Yeah it's better than then the first idea  :) :) :)
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Offline Essence

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Re: Shard of Divinity | Shard of Divinity https://elementscommunity.org/forum/index.php?topic=2022.msg399826#msg399826
« Reply #31 on: September 26, 2011, 07:50:27 pm »
Quote
I suggest: SoD give (22 + 3 * light emmiting creatures in the field) to max hp.
Except there are exactly zero light-emitting creatures that actually cost :light quanta in this game.  (Ironic, huh?)  What you're suggesting is literally a bigger buff to :air than it is to :light .
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Re: Shard of Divinity | Shard of Divinity https://elementscommunity.org/forum/index.php?topic=2022.msg399943#msg399943
« Reply #32 on: September 27, 2011, 02:03:18 am »
Quote
I suggest: SoD give (22 + 3 * light emmiting creatures in the field) to max hp.
Except there are exactly zero light-emitting creatures that actually cost :light quanta in this game.  (Ironic, huh?)  What you're suggesting is literally a bigger buff to :air than it is to :light .
Yeah.. ironic...  :))
So, that SoD give (22 + 3 * light creatures in the field) to max hp.
It is better to this maybe..  :))

Offline Kardo

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Re: Shard of Divinity | Shard of Divinity https://elementscommunity.org/forum/index.php?topic=2022.msg400394#msg400394
« Reply #33 on: September 28, 2011, 12:27:32 am »
I agree that the HP is too low, especially for the Light mark.

Shard of Void gains a 50% increase from Darkness mark (2 to 3 damage). Shard of Divinity should also gain a 50% increase from Light mark. 14/21 unupped and 20/30 upped sound a bit better to me.

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Re: Shard of Divinity | Shard of Divinity https://elementscommunity.org/forum/index.php?topic=2022.msg400412#msg400412
« Reply #34 on: September 28, 2011, 12:50:00 am »
3 or 4 more HP for Light mark looks very weak. SoS really prefer Death element, SoR the same with Time. Here I didn't see it.
Maybe adding HP from SoD should depends on HP Light creatures on the field (max 30-40HP), or from Light quantum? Or maybe this Shard should also heal Light creatures?

Heal cost 2 :life and gives 20 HP (and possibility for EM).
SoD cost 3  :rainbow and gives 22HP (less chance for EM, You must use other card)
I absolutely agree with that.
SoD is rare card, isn't it? But in my eyes, it is look like normal card marks as other. Then, when it is compared to Heal, SoD has weaknesses.
In summary, SoD needs more buff and more "game breaking" feature like other shards. SoD also needs something that give more advatages to light..

I suggest: SoD give (22 + 3 * light emmiting creatures in the field) to max hp.
I means that more benefit to deck that use creatures of light. Also means luciferine is have more benefit here. So, it is better.
It is also motivate to creative and unpredictable game. More light emmitting creatures means more max hp will be added. It has more chances to game breaking. (but, setting up light mass emmitting creatures is also so difficult..)
Honestly, I still don't think it would be used much. With light emitting creatures, hope is generally used, and thus healing in the form SoD brings is not really needed. I'd say the best solution is to go with kardo's: simply increase the discrepancy with the light mark and without it, and possibly increase health used overall as well.

Or, with light mark, it could be "increase max health by 22 and heal yourself another 15 hp as well."

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Re: Shard of Divinity | Shard of Divinity https://elementscommunity.org/forum/index.php?topic=2022.msg477705#msg477705
« Reply #35 on: April 05, 2012, 01:43:17 pm »
Just throwing this out there, what about for the extra advantage for being a light card it also healed poison or protected your quanta pool.  Would be a good way to keep a good advantage without overpowering or simply upping healing power.

 

blarg: