Poll

How should Rage be nerfed?

It is perfect, no need to change anything.
30 (50%)
I think it should lose lethality and attack gain function is slightly changed (as suggested).
14 (23.3%)
Rage Potion and/or Rage Elixir should cost more.
10 (16.7%)
Other (please post a clear idea).
5 (8.3%)
If creature were to be killed, it lives with 0 HP until it attacks.
1 (1.7%)

Total Members Voted: 60

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Offline OldTrees

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Re: Rage Potion | Rage Elixir https://elementscommunity.org/forum/index.php?topic=39089.msg488901#msg488901
« Reply #36 on: April 28, 2012, 09:50:09 am »
If you want my humble (but not always correct) opinion, Rage Potion/Elixir is okay as it is. Mono- :fire decks have way too weak creatures (in terms of health) in order to use it as a buff. Colossal Dragons were always viewed as the worst dragon of the game, so buffing it with Rage Potion/Elixir gives it a purpose as a strong card. About the low cost of 3 :fire, let's look into other cards too. 3 :life or 2 :life for a Heal / Improved Heal which restores 20 hp right away, 4 :darkness or 3 :darkness for a Steal / Improved Steal which NOT just destoys a permanet but it uses it against its former owner, etc. If we use that point of view, we may end up in nerfing a lot of other cards too.

Yeah, it's fine as a buff card, but that's not what's at issue here.  It's the (almost exclusive) use as a creature-killer that people have a problem with.  The change proposed in the OP is one I would support. (subtract HP, add attack, never go below 1 HP) The "make it like a spark" proposal sounds okay too.  Fire already has 2 other ways to kill low-hp creatures, let its buff card be used as a buff card.

Wouldn't the "subtract HP, add attack, never go below 1 HP" change make it a superior buffing card in mono-fire? I mean, a Rage Potion/Elixir would turn a Seraph into a 15/1 or 16/1 creature without killing it, a Crimson Dragon into a 17/1 or 18/1 creature without killing it etc. Wouldn't this make  :fire even more powerful as a mono (especially in unupped PvP1)?
He was suggesting that the creature take up to 5 damage but never reduce below 1hp. Then it would increase the attack by the hp lost.
Aka
no effect on 1hp creatures
+1|-1 on 2hp creatures
+2|-2 on 3hp creatures
+3|-3 on 4hp creatures
+4|-4 on 5hp creatures
+5|-5 on 6+ hp creatures
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Offline Pwnator

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Re: Rage Potion | Rage Elixir https://elementscommunity.org/forum/index.php?topic=39089.msg488910#msg488910
« Reply #37 on: April 28, 2012, 10:23:42 am »
I mostly rely on RagePots to kill my own Golems/Phoenixes if they're antimattered. Its lethality is what makes it great.

Offline Captain ScibraTopic starter

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Re: Rage Potion | Rage Elixir https://elementscommunity.org/forum/index.php?topic=39089.msg489059#msg489059
« Reply #38 on: April 28, 2012, 05:02:09 pm »
Lost track of this thread...

But OT, loss of lethality does not cause it to lose its entirety as a CC card.  As mentioned, it just takes an extra step when the HP would be low enough, and most elements can't take advantage of that extra chance easily.
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Offline OldTrees

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Re: Rage Potion | Rage Elixir https://elementscommunity.org/forum/index.php?topic=39089.msg489107#msg489107
« Reply #39 on: April 28, 2012, 06:55:18 pm »
Lost track of this thread...

But OT, loss of lethality does not cause it to lose its entirety as a CC card.  As mentioned, it just takes an extra step when the HP would be low enough, and most elements can't take advantage of that extra chance easily.
Indeed. I am criticizing the intent not the action.
If I were to criticize the action I would say: Your suggestion would be turning a lethal CC (Fire's motif) into a supporting CC. (This is not a strong critique but does support my critique of the intent.)

The best suggestion I saw was have the creature survive with 0hp until its turn. I feel that fire does not need its CC reduced, however I do think a differentiation between -X hp and X damage would be useful.
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Offline ARTHANASIOS

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Re: Rage Potion | Rage Elixir https://elementscommunity.org/forum/index.php?topic=39089.msg489132#msg489132
« Reply #40 on: April 28, 2012, 07:44:56 pm »
Quote
He was suggesting that the creature take up to 5 damage but never reduce below 1hp. Then it would increase the attack by the hp lost.
Aka
no effect on 1hp creatures
+1|-1 on 2hp creatures
+2|-2 on 3hp creatures
+3|-3 on 4hp creatures
+4|-4 on 5hp creatures
+5|-5 on 6+ hp creatures

I agree with this, I would like to change my vote from 1st to 2nd option!  ;)
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Offline Korugar

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Re: Rage Potion | Rage Elixir https://elementscommunity.org/forum/index.php?topic=39089.msg489140#msg489140
« Reply #41 on: April 28, 2012, 08:06:05 pm »
I'd simply say drop the unupped to +4|-4 and the upped to +5|-5.

Offline Captain ScibraTopic starter

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Re: Rage Potion | Rage Elixir https://elementscommunity.org/forum/index.php?topic=39089.msg489158#msg489158
« Reply #42 on: April 28, 2012, 08:51:48 pm »
The best suggestion I saw was have the creature survive with 0hp until its turn. I feel that fire does not need its CC reduced, however I do think a differentiation between -X hp and X damage would be useful.

Added this to poll.
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