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Offline CCAndymanTopic starter

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[Official] Druidic Staff | Jade Staff https://elementscommunity.org/forum/index.php?topic=44450.msg1012313#msg1012313
« on: November 01, 2012, 09:06:34 pm »


Amazed this one isn't already here.

This card in itself is fine, but with Animate Weapon and Adrenaline it's insanely overpowered. Get a couple of these combos in play and it's like having a dozen or so Shards of Gratitude on the board at once... not to mention you can still have a bunch of Shards of Gratitude in play as well.

Fortunately, there is a simple fix for it: change the Staff so it can only heal its owner once per turn, not once per hit. Problem solved. :)

Thanks for reading.
« Last Edit: May 06, 2015, 12:20:29 am by Treldon »

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Re: Druidic/Jade Staff https://elementscommunity.org/forum/index.php?topic=44450.msg1012318#msg1012318
« Reply #1 on: November 01, 2012, 09:19:22 pm »
why don't you have cc in your deck then?
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Re: Druidic/Jade Staff https://elementscommunity.org/forum/index.php?topic=44450.msg1012325#msg1012325
« Reply #2 on: November 01, 2012, 09:41:09 pm »
The flying adrenaline staff is a good combo, but it doesn't really leave room in your deck for much of anything else.  Therefore, it's quite easy to completely shut down.  Try playing adrenastaves against almost any shield, or against eternity/rewind, or lobotomy, or things like that, and you'll see what I mean.  A 2 damage reduction shield will wreck this deck, rewind will cost you an adrenaline and a flying weapon and set you back a turn, and lobotomy will remove the healing, which is the only thing the deck has going for it.  Even if you need to use two cards to destroy one adrenastaff, like two shockwaves or two thunderbolts, the other guy still has card advantage since three cards are invested in one adrenastaff.

edit: it does occur to me that this is slightly inconsistent with some other game behaviour, specifically adrenaline on pests or scorpions (all types) in that only every second hit will drain quanta or poison, whereas with adrenastaves, every hit heals you.

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Re: Druidic/Jade Staff https://elementscommunity.org/forum/index.php?topic=44450.msg1012380#msg1012380
« Reply #3 on: November 02, 2012, 03:21:02 am »

This card wrecks every combo based deck.

edit: it does occur to me that this is slightly inconsistent with some other game behaviour, specifically adrenaline on pests or scorpions (all types) in that only the first and the last hit will drain quanta or poison, whereas with adrenastaves, every hit heals you.
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Re: Druidic/Jade Staff https://elementscommunity.org/forum/index.php?topic=44450.msg1012381#msg1012381
« Reply #4 on: November 02, 2012, 03:24:53 am »
Little known fact: Adrenaline increase then number of turns a creature experiences. So your suggestion fails.
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Re: Druidic/Jade Staff https://elementscommunity.org/forum/index.php?topic=44450.msg1012384#msg1012384
« Reply #5 on: November 02, 2012, 03:36:16 am »
Little known fact: Adrenaline increase then number of turns a creature experiences. So your suggestion fails.

This is why freeze can wear off in one turn, and BB in two.

This card does not need to be nerfed, as it requires a combo to be OP. Otherwise, it is just an average card. Some could argue that in a solo environment, the Vamp Dagger is better (+12) vs. a Staff's (+9) differential.
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Re: Druidic/Jade Staff https://elementscommunity.org/forum/index.php?topic=44450.msg1012386#msg1012386
« Reply #6 on: November 02, 2012, 03:41:53 am »
Little known fact: Adrenaline increase then number of turns a creature experiences. So your suggestion fails.

This is why freeze can wear off in one turn, and BB in two.

This card does not need to be nerfed, as it requires a combo to be OP. Otherwise, it is just an average card. Some could argue that in a solo environment, the Vamp Dagger is better (+12) vs. a Staff's (+9) differential.

Just because a card requires a combo to be OP does not mean that the card is not OP.  One assumes that cards are played in their best decks for balancing, not their worst.

Offline kimham8a

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Re: Druidic/Jade Staff https://elementscommunity.org/forum/index.php?topic=44450.msg1012397#msg1012397
« Reply #7 on: November 02, 2012, 04:29:58 am »
Little known fact: Adrenaline increase then number of turns a creature experiences. So your suggestion fails.

This is why freeze can wear off in one turn, and BB in two.

This card does not need to be nerfed, as it requires a combo to be OP. Otherwise, it is just an average card. Some could argue that in a solo environment, the Vamp Dagger is better (+12) vs. a Staff's (+9) differential.

Just because a card requires a combo to be OP does not mean that the card is not OP.  One assumes that cards are played in their best decks for balancing, not their worst.
Either way, adrenastaves probably isn't the best deck possible that includes druidic staff.
Also, why does the OP want to nerf Jade Staff? Or is the pic just there for no reason?
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Re: Druidic/Jade Staff https://elementscommunity.org/forum/index.php?topic=44450.msg1012423#msg1012423
« Reply #8 on: November 02, 2012, 10:31:12 am »
Premise: Adrenaline is not OP

Adrenal Frogs is 12 damage per turn for 6 :life + 2 cards
Adrenalstaff is 8 damage and 20 healing for 6 :life + 1 :air + 3 cards
Since healing 2hp ~= dealing 1 damage, we have
Adrenalstaff is 18 "damage" for 8 :life + 3 cards
1.5 Adrenal Frogs is 18 damage per turn for 9 :life + 3 cards
Finally factor in the not insignificant detail that combos are slower than independent cards and I see no reason to complain.
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Offline CCAndymanTopic starter

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Re: Druidic/Jade Staff https://elementscommunity.org/forum/index.php?topic=44450.msg1012563#msg1012563
« Reply #9 on: November 02, 2012, 09:58:42 pm »
To clarify: I have no issue with the damage a Druidic/Jade Staff does when Animated and Adrenalized. That is consistent with other weapons and creatures. As I stated in my original post, the staff most definitely should not heal its owner per hit, only per turn. That's all. Thanks.

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Re: Druidic/Jade Staff https://elementscommunity.org/forum/index.php?topic=44450.msg1012621#msg1012621
« Reply #10 on: November 03, 2012, 02:35:23 am »
Actually, I think Jade Staff needs a buff. I mean, I think it's used less than Jade Staff even for people who have both. One more damage?
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Re: Druidic/Jade Staff https://elementscommunity.org/forum/index.php?topic=44450.msg1012626#msg1012626
« Reply #11 on: November 03, 2012, 02:48:31 am »
Actually, I think Jade Staff needs a buff. I mean, I think it's used less than Jade Staff even for people who have both. One more damage?
That is because most usages of this card is purely for the adrenastaff combo. If you give the upped one +1atk, it just makes it like a worse version of vampire dagger. If you wanted to buff jade staff, you'd move its atk to 3, but then would that make it too powerful?

 

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